Viking Raiders (1987)
Viking Raiders (1987) Rulebook
Table of Contents
Table of Contents
- Description and Use of the Playing Pieces
- A note on time and distance
- Combat and movement values of playing pieces
- Playing pieces for a mounted character
- Playing pieces for a foot character or a dismounted rider
- The types/characters represented by the playing pieces
- Sorting the playing pieces
- Orientation of playing pieces
- Ships
- Movement flow counters
- Treasure counters
- Rules of Play
- Section One - General
- Section Two - Land
- Section Three - Sea and Ships
- Restrictions on Movement of Ships
- Movement Flow of Ships
- Position and Movement of Crew in Ships
- Landing and Launching a Ship and its Crew
- Collisions and Damage to Ships
- Collision Table
- The Infliction of 'Damage Points' by Collisions
- Damage Points Table
- Multiple Collisions
- Characters Damaging a Ship
- Man to Man Combat between Crews
- Section Four - Optional Rules
- The Scenarios
- Scenario 1: Caught Off Guard
- Scenario 2: Buried Treasure
- Scenario 3: Sea Battle - Viking Versus Viking!
- Scenario 4: Seizure and Sabotage
- Scenario 5: Village Conquest
- Scenario 6: Brigida to the Battlements!
Description and Use of the Playing Pieces
A note on time and distance
As 'Viking Raiders' is a game of man-to-man combat, a Game Turn represents a very short period of time - five to ten seconds. Just enough time to shoot an arrow or strike with a sword. Each hex represents an area about six feet across.
Combat and movement values of playing pieces
The numbers printed on each playing piece represent the combat and movement values of that piece - the higher the numbers the more effective the piece. These numbers always follow the same colour code.
- The black number - showing the attack strength of the character. This factor is determined by the type of weapon and the skill of the man using it.
- The red number - this indicates the character's defence strength, determined by his type of armour, protective clothing and also his ability to parry and avoid blows.
- The blue number - this shows the character's movement ability, largely determined by weight of armour/clothing.
Obviously, pieces without movement values may not move (e.g. a stunned character), and pieces without attack strengths may not attack anyone.
The system of flip-over and piece replacement (described below) is used for all characters.
Playing pieces for a mounted character
- This represents an unwounded mounted character, hereafter referred to as healthy.
- This represents the character when wounded. Note that the character's attack and defence strengths are greatly reduced. If in doubt of a character's casualty status, a glance at the combat values will tell you at once if he is wounded or healthy. If a mounted character is wounded as a result of combat but does not fall from his horse, replace Piece 1 with Piece 2.
- This piece represents the horse without its rider. If a character dismounts or falls from his horse as a result of combat or missile fire, flip over Piece 1 and replace the rider with the dismounted version of the character appropriate to his condition. (See 'Playing pieces for a foot character or dismounted rider').
- This represents a horse which has been killed as a result of combat or missile attack. If the horse was being ridden by a character at the time it was killed, he is replaced with his appropriate dismounted playing piece.
Playing pieces for a foot character or a dismounted rider
A foot character is represented by two playing pieces.
- This piece represents a healthy foot character.
- This piece represents a character who has been stunned as a result of combat. If a healthy character is stunned, flip Piece 1 over to represent his casualty status. A character who is stunned remains so for one complete Game Turn. During this time he may not move, shoot or attack an opposing character. He has a low defence strength to simulate his dazed condition.
- This represents a wounded character. If as a result of combat or missile attack, a healthy character is wounded, replace the playing piece with this one.
- This represents a character who has been killed. If he was healthy or stunned when killed, replace Piece 1 with this piece. If already wounded, merely flip over the wounded counter.
The types/characters represented by the playing pieces
The letters on the counters are abbreviations indicating which historical type of character is represented.
| Anglo Saxon characters | Viking characters |
|---|---|
| E = Earl * | Jl = Jarl * |
| T = Thane * | Hd = Hirdman * |
| C = Ceorl | Bn = Bondi |
| H = Huscarl * | Bs = Berserker * |
| B = Bowman | Bw = Bowman |
| P = Peasant | Wm = Woman |
| W = Woman |
* These characters are classed as elite infantry.
It will be noted that for ease of identification between the two sides, the Viking characters' abbreviations consist of two letters on their counters whereas the Anglo Saxon characters' abbreviations consist of just the one letter.
For the purpose of the game, all bowmen are treated as 'shortbowmen'. Jarls, and some huscarls, hirdmen and berserkers (Vikings), and earls, and some huscarls and thanes (Anglo Saxons), may be mounted characters. Mounted characters have not been given significant differences in their attack and defence values compared with their dismounted versions, to encourage players to use horses for mobility rather than combat.
Sorting the playing pieces
It is recommended that players sort the playing pieces into different types. This will greatly shorten the time spent in setting up the game. Character pieces can be kept sorted, using separate containers for 'wounded' characters and 'healthy' characters of each of the different types of characters.
Orientation of playing pieces
Players will find that it is easy to tell which characters are on which side, if all characters on one side are oriented in one direction, while the characters of the other side point in a different direction. However, in the unlikely event that a character does inadvertently shoot at a friendly character, results should be allowed to stand. Such unfortunate accidents are realistic!
Ships
This game set includes cardboard pieces for 3 Viking ships (the 8 hex long pieces) and 3 Anglo Saxon ships (the 6 hex long pieces). Players may wish to cut out a small cardboard/paper piece to experiment with on the examples in the rules sections dealing with ships. The ships have a letter 'F' in the front hex to indicate which end is the front of the ship.
Movement flow counters
These are the 'movement flow' counters (numbered from -2 through to +8) which the players may place in their ships to indicate the speed at which a ship is currently travelling (see ship movement rules).
Treasure counters
For use with Scenarios 2, 4 and 5.
Rules of Play
The rules of play divide broadly into four sections. The first is a general section; the second section deals with rules on land (and follows, with a few amendments, the 'Siege' rules); the third section deals with the specific rules relating to the sea and ships; and the fourth section contains some optional rules.
Section One - General
Game Turns
Each game turn is played in two phases. First one player or side moves, shoots and engages in combat, followed by the opposing player or side.
The player currently engaged in moving, shooting or combat is defined as the 'Active Player' and the player awaiting his turn is defined as the 'Passive Player'. For most Scenarios, players will need to keep an ongoing record of the number of Game Turns completed.
Sequence of Play
Each player's phase of a game turn is divided into seven distinct steps. In each step, the term 'all' refers to all the characters of one player/side.
Note: Although there are no longbowmen and crossbowmen in 'Viking Raiders' they have been included in the Sequence of Play below. This is so as to provide a comprehensive picture of the Sequence of Play for players who wish to combine this game with 'Siege', 'Cry Havoc', or 'Outremer'. The references to longbowmen and crossbowmen can of course be totally ignored when they are not being used in the scenarios.
First Player/Side
- All longbowmen and shortbowmen may shoot; EXCEPTION: characters who engaged in combat in the last combat step may not shoot.
- All crossbowmen may shoot; EXCEPTION: crossbowmen who engaged in combat in the last combat step may not shoot.
- All ships may move. Collision/ramming results are calculated and applied.
- All characters, whether on land, in ships, or in the sea may move; EXCEPTION: Some bow armed troops may be limited in their movement (see Missile rules).
- Some missile armed troops may fire again (see Missile rules).
- Combat takes place in the following order:
- (a) Combat between characters on the same ship. All characters adjacent to enemy characters on the same ship must engage in combat.
- (b) All other characters adjacent to enemy characters may engage in combat.
- Note: The 'Active Player' may carry out the combats at Step 6 (b) in any order he chooses.
- All friendly characters stunned during opponent's phase are flipped back over.
END OF FIRST PLAYER/SIDE'S PHASE
Second Player/Side
Follow the same sequence of steps as for the first player/side. This completes one turn.
Terrain Types
| Hex Type | Movement Point Entry Cost per Hex | Cover Type | Terrain Advantage |
|---|---|---|---|
| Arrow-slit * | Impassable to Horses; 1 - Foot | Heavy | + (combat not permitted through arrow-slit) |
| Wall | Impassable | Infinite | N/A |
| Door in Building Wall | 1 | Medium | 0 |
| Flat Ground | 1 | None | 0 |
| Shingle | 2 | None | 0 |
| Rock | Impassable to Horses; 3 - Foot but not from sea | Medium | - |
Note: A mixed hex takes on the character of that which is predominant in that hex - e.g. a hex which contains more sea than land is a 'sea hex'.
*Note: Movement through the arrow slits is not permitted.
For elaboration of cover types - see 'Cover'.
Section Two - Land
Cover
Arrow-slits: Characters in arrow-slit hexes receive heavy cover from missiles passing through the arrow-slit aperture. Otherwise they receive no cover.
Doors/Corners: Characters in door or exterior corner hexes receive medium cover.
Rock: Characters may shoot missiles into, over or through rock hexes. Characters in rock hexes receive medium cover.
Scrub: Characters may shoot missiles into, over or through scrub hexes. Characters in scrub hexes receive light cover.
Slopes: Characters in slope hexes are in medium cover from missiles crossing the top lip of slope. If the missile does not cross the top lip of the slope the target receives no cover.
Trees: Characters may shoot missiles into tree hexes, but missiles may not be shot over or through tree hexes. Characters in tree hexes receive light cover.
Walls: Characters behind walls receive infinite cover and may not be shot at.
Windows: Characters in window hexes receive medium cover from missiles passing through the window aperture, otherwise they receive no cover.
Horsemen in cover: A mounted character occupies two hexes. For cover classification, if he is in two different terrain types, he is considered to be totally in cover of the heavier type. EXAMPLE: a mounted character occupies a 'flat ground' hex and a 'scrub' hex; he is considered to be in light cover for cover purposes.
Movement
Each character has a movement point value printed on his piece. As he enters or moves through each hex he expends points depending on the amount that each hex costs to enter. Each turn a player may move all, some or none of his characters up to the maximum movement point value shown on the character counter. Unused movement points may not be accumulated and used in later turns.
Restrictions on Movement
Characters may not pass through hexes containing live enemy characters. Note that characters may pass through hexes containing live friendly characters, and may also move into a hex which a friendly live character is vacating on the same Movement Turn.
Walls and arrow-slits are impassable. Buildings, etc., must be entered via doors or windows. Arrow-slit hexes must be entered from inside that building.
Horses may not enter tree hexes, rock hexes, nor the interior of any buildings; they may however occupy door hexes.
Hexes containing a dead horse have their terrain movement cost doubled. Hexes containing 3 or more dead men have their terrain movement cost doubled. Hexes containing 2 dead horses or 6 dead men become impassable.
Note that where a hex contains a mixture of dead men and horses three dead men are considered to be of equal mass to one dead horse.
Moving through windows: Only dismounted characters may move through windows. Characters may not move through a window if the hex adjacent to the other side of the window is occupied by a live enemy character.
NB Players will note that due to their low movement factor, wounded characters may not move through windows as the movement cost required is four movement points.
Rock hexes: A wounded character with a printed value of two movement points cannot move into an adjacent rock hex unless he is 'helped' by another adjacent character. That other character must have a movement value of at least 3 points and remain adjacent to the 'helped' character at the end of the Movement. The 'helped' character can only be moved in this way one hex per turn.
A character may not move from a rock hex to a sea hex or vice versa, except where especially noted in the scenarios. A healthy character in a rock hex may however 'retreat' (fall) after combat or being shot at, into an adjacent sea hex, but is automatically wounded if he does so.
Mounting and Dismounting
To mount/dismount a horse takes a character 1 complete phase of a game turn during which he cannot engage in combat or shoot. To mount, a character must, at the beginning of that Phase, be in one of the hexes that are adjacent to either side of the horse (a horse can only be mounted from the hexes marked 'X' in the illustration). To dismount, the character should be placed in one of the above mentioned adjacent hexes, and not move further in that phase.
Characters that can normally ride a horse may mount a horse acquired as a result of combat. If they do so, remove the dismounted horse piece from play and substitute that character's normal mounted character's piece.
Wounded characters take 2 turns to mount a horse during which time they may not move nor engage in combat or shoot.
Riderless Horses
Unharmed riderless horses remain stationary until remounted or led.
Horses do not have independent movement; they may only move when attended by a human character (wounded or healthy).
Horses may be led by an infantryman at his appropriate movement allowance. To lead a horse, move a character to one of the three hexes which form the frontal arc at the head of the horse (marked with an arrow on the horse counter) and continue to move the character as normal treating the horse as an extension of the character piece. Note that horses which are led are still restricted in the types of terrain they can enter. Note also that a character may not lead a riderless horse if, before the start of his Movement Turn, one of the three frontal arc hexes of the horse is already occupied by an enemy character.
Movement Direction for Horses
A horse 'faces' in the direction of the arrow on the counter and normally moves into the three hexes directly in front of it. If however the horse wishes to move into one of the other hexes surrounding it, one point of movement must be added to the normal movement points value to enter that hex.
It also takes 3 movement points to turn a horse through 180 degrees so that it is facing in the opposite direction.
Stacking
Only one live character may occupy a hex at any one time. Characters may pass through hexes containing a friendly live character.
Characters may occupy a hex containing dead characters subject to movement limitations, i.e. if a character cannot move into a hex, obviously he cannot stack on it.
Shooting
To shoot at an enemy:
- calculate the range to the target (so many hexes excluding the shooter's hex).
- note the target type - for 'mounted character' refer to the first 'Missile Result Table' ('Missile against mounted target') - for 'dismounted character', or 'other', refer to the second 'Missile Result Table' ('Missile against infantry').
- note the target's cover type ('none', 'light', 'medium' or 'heavy'), and the shooter's weapon, and refer to the appropriate column in the Missile Result Table.
- throw one die and read the result of the shot from the Table.
Missile Weapon Ranges
Ranges are given in hexes.
| Short Range | Medium Range | Long Range | |
|---|---|---|---|
| Shortbow | 1-15 | 16-30 | 31-45 |
| Crossbow | 1-15 | 16-40 | 41-70 |
| Longbow | 1-20 | 21-50 | 51-80 |
Medium range adds one to the die roll; long range adds two.
Missile Results Tables
In both tables the row is found by the die roll, which differs by weapon: a crossbow die roll of N is on the same row as a longbow roll of N-1 and a shortbow roll of N-2. (Rows below are numbered by crossbow die roll; for longbow add 1 to the crossbow row number, for shortbow add 2, i.e. longbow 1 = crossbow row 2, shortbow 1 = crossbow row 3.) A dash means no effect (blank in the original table); longbow and shortbow rolls beyond the rows shown also have no effect.
Missile against mounted targets
| Row (crossbow roll) | Longbow roll | Shortbow roll | None | Light | Medium |
|---|---|---|---|---|---|
| 1 | - | - | D | C | B |
| 2 | 1 | - | C | B | B |
| 3 | 2 | 1 | B | B | A |
| 4 | 3 | 2 | B | A | - |
| 5 |
(Heavy cover is impassable to Horses.)
Key:
- A - Defender retreats 4 hexes. (*)
- B - Horse killed - Rider stunned and dismounted.
- C - Horse unharmed - Rider wounded and dismounted.
- D - Horse killed - Rider wounded and dismounted.
(*) Defender must retreat immediately. He may retreat through friendly characters. He must not retreat through hexes adjacent to enemy characters. If unable to retreat the full distance, defender is 'wounded' instead.
Special - Stunned and wounded characters are considered dead if they receive further injury.
Missile against infantry
Elite infantry* and Other infantry. Cover type columns: None, Light, Medium, Heavy.
| Row (crossbow roll) | Longbow roll | Shortbow roll | Elite: None | Light | Medium | Heavy | Other: None | Light | Medium | Heavy |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | - | - | C | C | B | A | C | C | C | B |
| 2 | 1 | - | C | B | B | A | C | C | B |
Key:
- A - Defender retreats 2 hexes. (*)
- B - Wounded.
- C - Killed.
(*) Defender must retreat immediately. He may retreat through friendly characters. He must not retreat through hexes adjacent to enemy characters. If unable to retreat the full distance defender is 'wounded' instead.
Special - Stunned and wounded characters are considered dead if they receive further injury.
* Elite infantry comprise: Jarls, Hirdmen and Berserkers (Vikings); Earls, Thanes and Huscarls (Anglo Saxons).
Restrictions on Shooting
General: For clarification of cover types, see 'Cover'.
A character may shoot at a target if an unobstructed 'line of sight' exists between the shooter's hex and the target hex. The 'line of sight' is a straight line drawn by the shooting player from the centre of the shooter's hex to the centre of the target's hex.
If this 'line of sight' crosses a hex containing either a character or terrain other than flat ground, then shooting is restricted as explained in the following sections.
Shooting over intervening characters: Shortbowmen and longbowmen may shoot over a maximum of 4 intervening characters subject to all other cover limitations providing:
- The target is at medium or long range.
- The target is either in no cover or light cover.
- No friendly intervening character is adjacent to the target.
Shooting over intervening terrain: If there is a scrub or rock hex between the shooter and the target, the latter receives light cover.
If the line of sight crosses the lip of a slope hex AND the slope hex is closer to the character on the lower ground than to the character on the higher ground, then the line of sight is blocked and the shooter may not shoot at the target. Note that if the slope hex is an equal distance between shooter and target, then the line of sight is blocked and the target cannot be shot at. EXCEPTION: If there are two inward-facing slope hexes between the shooter and the target, then the slopes have no effect, as they form a 'dip' rather than a 'ridge'.
EXAMPLE (diagram with shooters A, B, C and targets D, E):
- A may shoot at D, because the slopes form a 'dip'.
- A may not shoot at E, because the slope hex is an equal distance between shooter and target.
- B may shoot at D, because the slopes form a 'dip', but D receives light cover, because the line of sight passes through a scrub hex.
- B may not shoot at E, because the slope hex intervenes.
- C may shoot at E, because no slope lip intervenes.
- C may shoot at D, because no slope lip intervenes (note that terrain in shooter's hex does not apply).
Shooting through windows: Characters may shoot from window hexes at any feasible angle provided that other characters and/or terrain do not intervene.
Characters shooting into buildings through windows may only shoot at targets occupying window hexes. EXCEPTION: if the shooter is outside the building and directly adjacent to the window, he may shoot at any target inside the building subject to normal cover limitations.
A character may shoot from a window hex into another door or window hex; he may not shoot from one window hex through another window or door hex.
Shooting through doorways: Characters may shoot from door hexes at any feasible angle provided that other characters and/or terrain do not intervene.
Characters wishing to shoot in, or into the interior of, a building must be inside the building, or directly adjacent to a window of the same building, or in a doorway hex of the same building. They may then shoot at anyone in the building subject to normal cover limitations.
Characters shooting at a feasible angle through gaps in exterior walls may shoot at any target that is not in infinite cover, and into door and window hexes subject to normal terrain and cover limitations.
Shooting at targets in tree hexes: Characters may shoot into tree hexes. Characters may not shoot over or through tree hexes.
Shooting from the look-out post: Characters may shoot out of arrow-slit hexes at any feasible angle. Characters in arrow-slit hexes may shoot over any intervening character(s): EXCEPTION: if a friendly intervening character is adjacent to the target, the shooter may not shoot at the target.
Characters shooting from arrow-slit hexes treat intervening terrain, EXCEPT tree hexes and walls, as 'no cover'. Characters in arrow-slit hexes may shoot over building walls, if the hex containing the intervening wall is closer to the shooter than to the target.
Note: that if a shot is possible from one arrow-slit hex to a particular hex outside, then a shot from the outside hex to the arrow-slit hex is also possible, even if this involves shooting over intervening characters, or hexes containing intervening wall.
Infinite cover: Targets in infinite cover may not be shot at. No character may shoot over or through building or walls, as these supply infinite cover. Only apertures such as doors, windows and arrow slits afford an opportunity for building walls to give less than infinite cover.
Wounded Characters
Characters who are wounded add one to the die roll when shooting. This is in addition to any other modifications.
Firing and Movement
Crossbows may not move and fire in the same turn. Thus a crossbowman who fires in step 2 may not move in step 4. Crossbows may never fire in step 5.
Other bowmen may move half their movement allowance (rounded down) and fire in step 5. If they move more than half their movement allowance in step 4, they may not fire in step 5.
Firing and Combat
Characters may not fire if they were engaged in combat in the last combat step, or if they are adjacent to an enemy (except sea) character in the firing step.
Combat
When two or more characters are in adjacent hexes they may engage in combat; EXCEPTION: combat is not permitted if the terrain prevents movement between the two hexes concerned; EXAMPLE: A character in a rock hex may not have combat with a character in a sea hex.
To resolve combat the attacking character divides his attack strength by the defending character's defence strength; this produces a 'combat odds' which is then referred to the "Combat Results Table" (CRT). A die is thrown by the attacking player and the result is read off the CRT.
When computing 'combat odds' attack strengths are always rounded down to the nearest divisible figure; EXAMPLE: an attack strength of 8 against a defence strength of 3 would give a combat odds of 2-1.
Attacks at less than 1-4 and more than 11-1 on the CRT are made at 1-4 and 11-1 respectively.
A character may only attack once in his player's combat step.
Advantage of terrain in combat: If two characters who are involved in combat are in different types of terrain, one may have an advantage which would modify the combat odds. For classification of terrain see terrain chart and check 'effect of terrain on combat' chart.
NB A mounted character is considered to be in the most disadvantageous terrain of the two hexes he occupies.
Multiple combat: When a character enters a hex which is adjacent to 2 or more opponents he may elect to fight some, all or none of them. If a character elects to give combat to 2 or more opponents he must combine his opponents' defence strengths into 1 defensive factor.
When 2 or more characters attack a single character they may make individual attacks or they may combine their attack strength into one attack.
If two or more infantry attackers (and with no mounted attackers included) combine their attack strength against any single character (whether mounted or infantry) the attacking player may move one column to the right on the CRT (e.g. 2-1 becomes 3-1).
If two or more attackers, or defenders of one type (i.e. either all mounted or all infantry) sustain a 'retreat' result on the CRT during a multiple attack, then all of those attackers or defenders must retreat. If either side sustains a 'killed', 'wounded', or 'stunned' result on CRT, only one of those attackers/defenders is affected. The "Active Player" chooses which character of the affected side will sustain that casualty.
If the attacking characters are in different types of terrain, the most disadvantageous terrain modifier applies to the attackers; EXAMPLE: two dismounted characters attack one dismounted enemy, combining their attack strengths; one is at '+' terrain modifier and one is at '-', while the enemy is at '0', so the attack is at '-', and the odds column is shifted one to the left on the CRT. However, as there are two attackers, the odds column is shifted one to the right, so the two effects are cancelled.
If the defending characters are in different types of terrain, the most advantageous terrain modifier applies to the defenders.
Effect of terrain on combat (- = Disadvantage, 0 = Neutral, + = Advantage)
| Attacker in | Defender in | Result |
|---|---|---|
| - | + | Move left 2 columns on CRT |
| - | 0 | Move left 1 column on CRT |
| 0 | + | Move left 1 column on CRT |
| 0 | - | Move right 1 column on CRT |
| + | 0 | Move right 1 column on CRT |
| + | - | Move right 2 columns on CRT |
If both sides are in terrain that places them at a mutual advantage/disadvantage this does not affect the CRT.
Horses in combat: When a horseman is dismounted as a result of combat or missile attack the appropriate counter is placed by the owning player in a hex adjacent to the now riderless horse.
Only characters that can normally ride a horse may mount a horse acquired as a result of combat. If they do so, remove the dismounted horse piece from play and substitute that character's normal mounted character piece.
If a riderless horse is shot at or attacked, only the "defender retreats" and "horse killed" results can be applied to the horse.
Mounted Characters - Special Rule
The purpose of this rule is to encourage dismounted warfare - horses were used primarily for mobility rather than warfare.
If a mounted character (or in multiple combat characters which either comprise or include a mounted character) attacks an infantry character, the attacking player should move one column to the left on the CRT (e.g. 3-1 becomes 2-1).
Berserkers - Special Rule
In order to reflect the unpredictable nature and fearful strength of berserkers whilst in a rage, the following special rule should be applied.
At the start of each Viking Movement Step, before any Viking characters are moved, the dice should be thrown for each healthy or wounded (but not stunned) berserker who is not mounted and is within movement range of an enemy character. If a 1-7 is thrown, play proceeds as normal. If an 8-10 is thrown, the berserker is considered to have gone into a 'berserk rage'! This berserk state lasts for the rest of that Game Turn and for the next 2 Game Turns (during which time there will be no need to throw the dice for him in the above way). Whilst in this berserk rage (i.e. during those 3 Turns) the following applies:
(a) Add 7 points to the attack value and 2 points to the defence values printed on the counter of the enraged berserker.
(b) The enraged berserker must in his Movement Steps move adjacent to the nearest enemy character (if one is within his movement reach) and must attack that character in his Combat Step.
If two characters are equidistant, use the dice to decide which one he attacks (e.g. if two characters are equidistant, 1-5 will be for one and 6-10 for the other; if 3 characters, 1-3 will be for one, 4-6 for another, and 7-9 for the third, and throw again if a 10; etc).
If there are no characters within the berserker's movement range, the berserker should move directly towards the nearest enemy character applying the above dice system if the nearest enemies are equidistant.
If there are enemy characters adjacent to the enraged berserker when he has moved to the enemy character he is attacking, the Viking player may choose whether or not the berserker attacks them as well in a multiple attack.
(c) Ignore a 'wounded' result on the first occasion that this happens to a berserker whilst in a rage.
(d) On the third Game Turn of the berserker's rage, throw the dice before he moves. If a 1 is thrown, the berserker will attack (just on that Game Turn) one of his own characters instead of the enemy! (in the manner described in the first three paragraphs of (b) above).
At the end of the third Game Turn, the berserker returns to normal unless another dice throw on the subsequent Game Turn(s) puts him into another 'berserk rage'!
Players will find it helpful to keep a note of the names of berserkers in rage and the Game Turns to which their particular rages apply.
Combat Results Tables
Columns are the combat odds; rows are the die roll (1-10). A dash means no effect.
Combat against mounted opponents
| Die | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | 10-1 | 11-1+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | C | C | D | D | F | F | G | H | I | I | I | I | I | I |
| 2 |
Key:
- A - Attacker killed
- B - Attacker wounded
- C - Attacker retreat 1 hex *
- D - Defender retreat 1 hex *
- E - Horse killed, rider stunned and dismounted
- F - Horse unharmed, rider wounded
- G - Horse killed, rider wounded and dismounted
- H - Horse unharmed, rider killed and dismounted
- I - Horse killed, rider killed and dismounted
Combat against infantry
| Die | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | 10-1 | 11-1+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | C | C | D | D | F | F | G | G | G | G | G | G | G | G |
| 2 |
Key:
- A - Attacker killed
- B - Attacker wounded
- C - Attacker retreat 1 hex *
- D - Defender retreat 1 hex *
- E - Defender stunned
- F - Defender wounded
- G - Defender killed
Note: If the attacker is a mounted character, 'attacker killed' and 'attacker wounded' results will only affect the character. If 'killed', he will be dismounted, and if 'wounded' he will remain mounted. 'Attacker retreats' will affect both character and horse.
* Retreating character may not displace other characters, nor may it move adjacent to an enemy. If unable to retreat, the character is wounded instead.
Special: Stunned and wounded characters are considered dead if they receive further injury.
Advance after Combat
After a combat result has been resolved, one character who was involved in the combat may be moved up to half of his movement points or at least one hex if:
- The moving character is in a hex adjacent to an enemy character who was forced to retreat or killed in the combat.
AND
- Before he is moved, the advancing character is not adjacent to any other living enemy character.
If the advancing character is adjacent to another living enemy character, he may advance one hex only.
Note that, depending on the combat result, the advancing character could be from EITHER side.
The movement points used in 'advance after combat' do not count against the movement point allowance for the next turn.
Exiting the Map
Horses: A horse is still considered to be on the map so long as at least half of its counter is in a complete land hex. If this condition is not fulfilled, the horse (and its rider if the horse is mounted) is considered to be 'off the map'. It should be removed and may not return to the game.
A horse part on/part off the map (but fulfilling the condition above) may be involved in combat with characters/horses on the map who are adjacent to that half of the horse counter which is in a complete land hex. Similarly, that hex should be used as the line of sight for bowmen wishing to shoot at the mounted/unmounted horse.
Characters: Characters in half land hexes at the edge of the map are still considered to be on the map. They may shoot, be shot at, and be involved in combat. Half hexes on the edge of the map are considered as 'complete' hexes as far as characters are concerned. Movement Point cost for half hexes is the same as that for whole hexes.
If a character completely exits the map, he may not return to the game.
Section Three - Sea and Ships
The rules on ship movements, collisions, and drawing alongside should be studied along with the Examples at the end of this Section.
Ships may only be positioned in the six directions indicated in Example 1. It is important that at the beginning and end of movement phases, the front and back of ships do not straggle across hexes but are clearly in their respective hexes, and that the ship is properly positioned in relation to the hexes as shown in the illustrations.
Movement of ships is most easily measured from the hexes which contain the front and back of ships.
The figures quoted in the following paragraphs governing the number of hexes which ships may move, apply to the Viking ships, and the figures quoted immediately after in brackets, which are sometimes lower, relate to Anglo Saxon ships. The higher figure for Viking ships reflects their faster speed and greater manoeuvrability.
On any given phase of a player's Game Turn, a player may move each of his ships in one of the following ways:
Forward only: A ship may move directly forward only in the direction it was facing at the start of its movement phase (i.e. one of the six directions shown on Example 1) to a maximum of 8 (6) hexes (see Example 2).
Turning only: The front of a ship may turn a maximum of one segment to the left or right of its original starting position as illustrated in Example 1. The back of the ship should remain in its original starting hex. Alternatively, the back of the ship may turn a maximum of one segment to the left or right of its original starting hex. In this case, the front of the ship should remain in its original starting hex.
A combination of forward and turning: The front (or back) of a ship may turn a maximum of one segment only in the manner described above. In addition, this turning movement may be either preceded by a directly forward movement to a maximum of 3 (2) hexes or followed by a directly forward movement (i.e. in the new direction the ship is facing) to a maximum of 3 (2) hexes.
Reversing only: A ship may reverse in the direction the back of the ship is facing to a maximum of 2 (2) hexes. A ship may not reverse and turn in the same Game Turn.
Sideways, or a combination of forward and sideways: A ship may move to a new parallel position to the left or right of its original starting position - i.e. to the new positions numbered on Example 3. This movement may also either be preceded or followed by a directly forward movement to a maximum of 3 (2) hexes.
Restrictions on Movement of Ships
A ship may not carry out a movement which involves any part of the ship
(a) passing through or ending up in a non-sea area (except when landing); (b) passing through or ending up in a sea hex occupied by another ship (see collision and ramming rules).
A ship's normal movement ability will be adversely affected if there are insufficient crew members on board. Before moving any ship(s) at Step 3 of the Sequence of Play, the 'Active Player' should therefore count the number of 'net crew' (see Note 1 below) on board and then, if necessary, apply the following table:
| Net crew on a ship | Effect on that ship's movement |
|---|---|
| 6 (5) or more | Ship's movements as normal |
| 2-5 (2-4) | Ship is 'handicapped' - may only move at half speed (i.e. half the number of hexes for forward/reverse). It may still carry out the 'turning' and 'sideways' movements but may not also move forward on the same Game Turn. |
| 1 (1) | Ship is 'severely handicapped' - may only move forward/reverse a maximum of 1 hex per turn, or move sideways 1 hex (to positions 2, 3, 5 or 6 at Example 3) |
| 0 | Ship is 'crippled' - cannot move at all. |
Note 1: The term 'net crew' relates to the total number of crew of one playing side on a ship net of the total number of enemy crew on the same ship e.g. if there are 14 friendly and 8 enemy characters on a ship, the 'net crew' is 6.
Note 2: The figures in brackets under the 'net crew' column relate to Anglo Saxon ships. The unbracketed figures relate to Viking ships.
Note 3: A ship's movement ability can also be adversely affected in the above ways by collision/ramming (see collision and ramming rules), and by characters (see 'Characters damaging a ship' rule).
If the number of enemy characters in a ship exceed the number of friendly characters, the ship is considered to be in the hands of the enemy, and its movement is consequently controlled by the enemy character's player in his movement turn.
Note: A ship with no characters on board or with an equal number of friendly and enemy characters on board (i.e. a 'crippled' ship) is technically considered to be controlled by the side which last had control of the ship.
Movement Flow of Ships
In order to reflect the smoothness of a ship's movement (it cannot suddenly stop like characters on land can!) the number of hexes it may be moved forward/reverse may not vary by more than 3 hexes compared to the forward/reverse movement of that ship's previous Movement Turn.
EXAMPLES: A ship which moved 4 hexes forward on its previous Game Turn (an 'mf' speed of +4) must move at least 1 hex forward and not more than 7 hexes forward (6 if an Anglo Saxon ship) on its next Game Turn; a ship which reversed 1 hex on its previous Game Turn (an 'mf' speed of -1) must on its next Game Turn either reverse 1 or 2 hexes, or stay in the same hex, or move forward up to 2 hexes; etc.
As can be seen from the above examples, the number of hexes a ship moves forward/reverse on each Movement Turn becomes its 'mf' (movement flow) speed. Players are advised to use the numbered cardboard counters to place in a convenient ship hex (or convenient spot) on each ship so that both players can clearly see each ship's current 'mf' speed and so that this movement flow factor can be correctly applied to the next Game Turn.
EXAMPLE: If a ship moves forward 2 hexes, the Active Player should immediately place a +2 'mf' counter in that ship, this being its 'mf' speed. This will remind him that on the ship's next Movement Turn, it must move between -1 and +5 hexes (i.e. reverse 1 hex, remain stationary, or move forward up to 5 hexes). Accordingly, once this Movement Turn has taken place, the +2 'mf' counter should be removed (unless the ship moved forward 2 hexes again) to be replaced by the appropriate 'mf' counter - between -1 and +5.
A ship which combined forward movement with turning/moving sideways is considered to have a mf equal to the number of hexes forward movement (only).
A ship wishing to perform a turn, move sideways, or a combination of one of these with forward movement, may only have moved the new mf plus or minus three on the previous turn.
EXAMPLE: A Viking ship moves 8 hexes. It has an mf of 8. Next turn it could slow down to an mf of 5. Since this is greater than the fastest possible turn and move (turn and move forward three hexes equals an mf of 3) it cannot perform this manoeuvre.
EXAMPLE: A ship moves one hex in reverse. It has an mf of -1. -1 plus 3 equals an mf of 2. Therefore, it could turn and move forward a maximum of 2 hexes.
Position and Movement of Crew in Ships
Each ship has 'side' ship hexes (those marked 'S' on the illustration); 'middle' ship hexes (marked 'M'); and a 'front' and 'back' ship hex (marked 'F' and 'B').
Movement from ship hex to ship hex follows the same principles as the rules governing movements on land hexes.
Dismounted horses may be carried on a ship but only in the 'middle' hexes. They may not be mounted in the ship.
Landing and Launching a Ship and its Crew
Landing a ship - 'initial landing move': A ship may land by moving onto shingle hexes. This 'initial landing move' may only be made by a 'forward only' movement by the ship. Once a ship hex enters a shingle hex the ship must stop and an mf '0' counter is placed on it. If the ship had a speed of greater than 3 when it landed, there is a danger of collision damage (see collision rules). Remember that mixed shingle and sea hexes are considered fully shingle or fully sea according to that which is predominant in the hex.
Movements on shingle of a landed ship: After the 'initial landing move' (as described in previous paragraph), a ship may, on its next or subsequent Game Turns, either be moved directly forward (i.e. pulled up further onto the shingle) to a maximum distance of one hex per Game Turn or moved directly in reverse (i.e. moved back towards the sea) to a maximum of one hex per Game Turn.
These movements are also subject to the following qualifications:
(a) They should take place in Step 4 of the Sequence of Play, not at Step 3. This is because the ship is now considered as 'being moved' (pulled/pushed) by characters rather than by the velocity of a natural sea movement. These movements may not take place in the same Game Turn as the 'initial landing move'.
(b) There must be at least 6 characters (5 for Anglo Saxon ships) either in the side ship hexes, or in land (except rock) or sea hexes adjacent to the ship or in a combination of these. These 6 (5) characters must still be in side ship hexes or in land (except rock) or sea hexes adjacent to the ship at the end of the ship's movement.
The characters must move along with the ship they are 'pushing'. Moving a ship in this way uses all the characters' movement allowance.
When a ship moves on shingle in this way, or on an 'initial landing move', any characters occupying hexes the ship moves into must immediately retreat one hex (as in retreat results after combat); if a character is unable to retreat he is killed (squashed) and his counter removed from the map.
A landed or landing ship is not able to collide/ram another ship, but it can be 'alongside' another ship.
Launching a ship: Only when a ship has been moved completely off the shingle back into the sea may it, on its next Game Turn, resume its normal ship movements.
Combat between characters on landed ships and those on adjacent land hexes: Characters in side ship hexes may attack enemy characters in adjacent land (except rock) hexes and vice versa. The character in the side ship hex has terrain advantage +. Combat may not take place between characters in front/back ship hexes and adjacent land hexes.
Movement of characters during landing/launching: Once a ship has landed characters may move from side ship hexes to adjacent vacant land hexes (except rock hexes) and vice versa, on the same Game Turn or on subsequent Game Turns. This costs 3 movement points. Characters may also move from side ship hexes to adjacent sea hexes at a cost of 3 movement points. In this case, all the rules appertaining to 'sea characters' will then apply to them. Characters may not move from front/back ship hexes to adjacent land/sea hexes and vice versa.
Movement of riderless horses during landing/launching and sea movements: Mounted horses may not enter a ship neither may riderless horses be mounted whilst on a ship. Riderless horses may be led onto/off a ship in the manner described for leading a horse. This is the only time a horse counter may occupy a side ship hex. At no time may a horse counter occupy the front or back ship hexes. Both parts of a horse counter must be in middle ship hexes before the ship is moved fully back into the sea.
Whilst the ship is fully at sea, a riderless horse may only be led forwards or backwards along the middle ship hexes. If it has to retreat as a result of combat/shooting, it may only do so along these centre ship hexes. If unable to do so, it is killed instead.
Colliding with/ramming a landed ship: A ship during the course of its normal sea movement can collide with/ram a landed ship so long as the colliding/ramming ship remains fully in the sea. The Collision Table is applied in the normal way (as described in the Collision/Ramming rules).
Capturing a landed ship: A landed ship belonging to Side A is considered to have been captured by Side B if at the end of Side B's Game Turn Phase there are more Side B characters than Side A characters in the ship. Side B may then control the ship in their (Side B's) movement turn. Once the ship has fallen into the hands of Side B, Side A will only be able to recapture it by carrying out the above capturing procedure.
Collisions and Damage to Ships
General: A ship is considered to have collided when it tries to move into a hex containing another ship, or land (exception - see 'initial landing move').
A ship may not deliberately collide. If possible it must move so as to avoid obstacles. If it cannot avoid a collision it will move directly forward at the slowest speed allowed (see Movement Flow rules).
A ship which collides stops immediately in the hex adjacent to the obstacle, and is considered to be stationary (mf 0).
When a collision occurs, the Active Player must:
(a) Work out the Impact Speed (see below). (b) Adjust the 'mf' counters of ships involved (see below). (c) Throw the die and refer to the Collision Table, applying the results immediately.
Impact Speed: When colliding with the land or a stationary ship this is simply the speed of the moving ship.
When colliding with a moving ship there are four alternatives, as follows.
- Ship A hits the end of ship B, both ships moving in the same direction. The impact speed is the difference in the two speeds. Ship A has mf 0, ship B mf equal to its mf plus one.
- Ship A hits the end of ship B, both ships moving in opposite direction (towards each other). The impact speed is the total of both ships' mf. Both ships have mf 0.
- Ship A hits the side of ship B both ships moving in the same direction. The impact speed is the difference in the two speeds less one. Ship A has mf 0, ship B has an mf equal to its original mf.
- Ship A hits the side of ship B, both ships moving in opposite directions. The impact speed is the total of both ships' mf, less one. Both ships have mf 0.
In all cases, the minimum impact speed is always 1. When making an 'initial landing move', impact speed is ship's speed minus 3. If this is one or greater, then roll on the collision table.
Roll one ten sided die, applying the same result to both ships (if two were involved). The die roll may be modified (see collision table below). The modifications may be different for different ships, giving different results from the same die roll.
Collision Table
Columns (both halves) are the Impact Speed bands: 1, 2-4, 5-8, 9-13, 14+. The left half gives Damage to Ship (damage points); the right half gives Effect on Crew. A dash means no effect.
| Die Roll | Dmg 1 | Dmg 2-4 | Dmg 5-8 | Dmg 9-13 | Dmg 14+ | Crew 1 | Crew 2-4 | Crew 5-8 | Crew 9-13 | Crew 14+ |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 1 | 1 | - | - | - | - | 1f |
| 2 | 0 | 0 | 0 | 1 | 2 | - | - | - | - |
Die roll modifications:
| Situation | Modifier |
|---|---|
| Collision occurs in front hex | -2 |
| Collision occurs in back hex | -1 |
| Collision occurs in side hex | +1 |
| Entering shingle hex (initial landing move only) | -1 |
| Colliding with rocks | +3 * |
| Any ship hit by an Anglo-Saxon ship | -1 |
| Being rammed (see optional ramming rule) | +2 |
| Ramming (see optional ramming rule) | +1 |
* and add an extra 4 damage points in addition.
Explanation of results
- Damage to ship: this is the number of damage points on the hull (see damage section).
- f - character falls off the ship into an adjacent land or sea hex
- w - character wounded
- k - character killed
In all cases the number before the letter is the number of characters affected. These results should be applied one character at a time, with the character nearest to the hex on the ship involved in the collision (if two or more characters are equidistant, dice to see who is affected). f results are first, followed by w, then k. If there are more results than characters on the ship, ignore the excess results. f results only apply to characters in ship side hexes. If there are no characters in ship side hexes, treat as w results.
A horse on the affected ship counts as a character for the purpose of the w and k results, the horse hex furthest from the collision hex being used for calculating that horse's distance from it. For w results affecting a horse, throw die again: 1-5 horse is killed, 6-10 horse survives.
Remember, these results apply to friendly and enemy characters on the same ship - the characters nearest to the collision hex.
Optional: To make things more unpredictable, the die can be thrown again and the above results modified as follows:
- 1-2: Minus 1 damage point (if applicable) to collided/rammed ship, and effect on its crew are ignored. Add 1 damage point to colliding/ramming ship.
- 3-6: No effect.
- 7-10: Minus 1 damage point (if applicable) to colliding/ramming ship, and effect on its crew are ignored.
The Infliction of 'Damage Points' by Collisions
Damage to the ships (resulting from collisions) is expressed in terms of 'Damage Points' inflicted on the individual ships. The more damage points attributed to a ship, the more ineffective that ship will become as can be seen from the following table.
Damage Points Table
| Viking ships | Effect |
|---|---|
| 1 to 11 damage points | Viking ship is not affected |
| 12 to 19 damage points | Viking ship is 'handicapped' |
| 20 to 25 damage points | Viking ship is 'severely handicapped' |
| 26 to 29 damage points | Viking ship is 'crippled' |
| 30 or more damage points | If Viking ship is fully in sea, it is 'sunk'. If Viking ship is part or fully on land, it just remains 'crippled', but cannot set sail. |
| Anglo Saxon ships | Effect |
|---|---|
| 1 to 9 damage points | Anglo Saxon ship is not affected |
| 10 to 16 damage points | Anglo Saxon ship is 'handicapped' |
| 17 to 21 damage points | Anglo Saxon ship is 'severely handicapped' |
| 22 to 25 damage points | Anglo Saxon ship is 'crippled' |
| 26 or more damage points | If Anglo Saxon ship is fully in sea, it is 'sunk'. If Anglo Saxon ship is part or fully on land, it just remains 'crippled', but cannot set sail. |
Note 1: When a ship is 'sunk' it is completely removed from the map. Any horses on board are drowned. Characters who were on the ship should be placed in any of the sea hexes vacated by the ship. Any of the characters who were in side ship hexes may alternatively be placed in vacant sea or land (except rock) hexes adjacent to the hexes in which they were in. If friendly and enemy characters were on the same 'sunk' ship, the Passive Player should place his characters first.
Note 2: Whilst a ship may recover from 'handicapped', 'severely handicapped' and 'crippled' states which have resulted from lack of crew, simply by the addition of more crew members, a ship which is 'handicapped' etc., because of damage caused by characters, collisions or ramming, cannot recover.
Note 3: A record should be kept of the damage inflicted (in terms of 'Damage Points') on each particular ship. This will be cumulative - e.g. if a Viking ship which already has fifteen damage points (i.e. it is 'handicapped') receives a further five damage points, the total damage inflicted on that ship will be twenty damage points (i.e. it will be 'severely handicapped'). Players may find it helpful to place numbered cardboard counters in the ships indicating the number of damage points which have been inflicted on each ship.
Multiple Collisions
Multiple collisions (one or more ships simultaneously hitting one or more ships) may occur. In this case, after the ships have collided during a player's Movement Step, the Active Player then throws a dice for each collision individually. The 'Damage Points' inflicted on the ships of either side from each dice throw will be cumulative.
Characters Damaging a Ship
Each character with an attack strength of 4 or more may inflict 1/2 point of damage to a ship during his Phase of any Game Turn if:
(a) he is in a land (except rock) hex adjacent to the ship he wants to damage; or he is in the ship he wants to damage; or he is in one of those side ship hexes of a stationary ('mf' speed '0') 'alongside' ship which is adjacent to the ship he wants to damage; (b) he does not move, engage in combat or shoot during that Phase, and (c) there are no enemy characters adjacent to him during that Phase.
Characters adjacent to each other which individually have attack strengths of less than 4 may form units to provide a combined attack strength of 4 or more. Each such unit may inflict 1/2 point of damage to a ship during its Phase so long as all characters within that unit fulfil conditions (a), (b) and (c) above.
On the same basis, characters with an individual or combined attack strength of 8 or more may inflict 1 point of damage.
Man to Man Combat between Crews
When a ship 'draws alongside' another ship, man to man combat may take place between the crews of those ships.
Drawing Alongside: Ships are considered to be 'alongside' one another when they are adjacent to each other. It is not necessary for the full length of a ship to be adjacent - two ships are considered to be 'alongside' each other so long as at least 2 side ship hexes of one of the ships are adjacent to at least two side ship hexes of the other ship. See Example 4.
A ship may use any of the movements described in order to 'draw alongside' another ship subject to all the movement restrictions being complied with.
It is possible to have more than one ship 'alongside' another ship; and several may be alongside each other. Ships may 'draw alongside' other friendly ships as well as enemy ships.
Subject to normal movement restrictions, a ship may move away from its 'alongside' position, or it may move to a different 'alongside' position. However, a ship controlled by one side containing one or more enemy characters cannot move at all whilst any ship controlled by the other side is 'alongside'. They are considered to be 'locked in combat', and the mf speeds of both ships are automatically put at '0'. This stranglehold can only be freed if the ship which contains no enemy characters (if this is applicable) moves out of any alongside positions with the other ship.
Characters may transfer to an 'alongside' ship (whether a friendly or enemy ship) if they are adjacent to a ship hex of that 'alongside' ship. This move costs 3 Movement Points (apart of course from when such a movement is as a result of 'Advancing/Retreating' after combat). It may take place in the same Game Turn as 'drawing alongside' or on subsequent Game Turns. When characters transfer to an 'alongside' ship, the mf speeds of both ships are automatically put at '0'.
Combat from the side of 'alongside' ships: Characters who are in the side ship hexes may, in the Combat Step, engage in combat with characters who are in adjacent hexes to them in an 'alongside' ship. All the general combat rules apply. The Combat against Infantry Table should be used. Regarding 'Advance after combat' there is the additional restriction that a character may only advance into the adjacent hex (i.e. the one vacated by the retreating/killed enemy character) of the 'alongside' ship.
Combat in the ships: Combat in a ship takes place between enemy characters who are in adjacent hexes. All the general combat rules apply, with the following additions:
(a) Unlike combat on land, in sea, and from the side of the ships, combat between adjacent enemy characters in the same ship is not optional - it is compulsory (so as to reflect the 'cramped' aspect of a ship and the forced nature of combat in such a confined area). This means that all adjacent enemy characters must be attacked in the Combat Step and all friendly characters adjacent to an enemy character must engage in combat. It is up to the 'Active Player' to choose which characters will attack which enemy characters.
(b) In the Movement Step of the Sequence of Play, a character may not 'pass by' an enemy character in an adjacent hex on the same ship - he must stop and then give combat in the Combat Step. A character cannot move away from any enemy character who is in an adjacent hex on the same ship, except as a result of 'Retreating after combat'.
Advancing after combat in ships: A character advancing after combat may only advance one hex into the hex vacated by the retreating/killed enemy character. If two or more characters retreat/are killed as a result of combat, the victorious character(s) involved may advance, but only into those hexes vacated by the retreating/killed enemy characters.
Retreating after combat in ships: Characters in middle, front or back ship hexes may retreat into adjacent vacant ship hexes. Characters in side ship hexes may alternatively retreat into adjacent sea hexes or adjacent vacant land (except rock) hexes or adjacent vacant side ship hexes of any 'alongside' ships.
These 'retreating' characters may not displace other characters nor may they move adjacent to an enemy. EXCEPTION: Characters retreating into sea hexes may move adjacent to enemy sea characters. They may even retreat into sea hexes occupied by friendly or enemy characters. If they do so however, the 'characters in sea hexes' rules are immediately applied before play proceeds any further. Characters who are unable to retreat are wounded instead.
Combined combat with 'alongside' ship: It is quite possible to have multiple forms of combat which combine the attack/defence strengths of characters in the same ship with those on an 'alongside' ship or adjacent land so long as each character involved in such a combat is adjacent to all enemy characters involved in that combat.
Characters and horses killed in a ship: After every 12th Game Turn, all ships are considered to have a 'clear out' i.e., all corpses/carcasses in the ships are thrown into the sea. Accordingly, after every 12th Game Turn, the 'dead' counters can be removed from the ships, in the same way as for 'drowned' characters - see 'drowned sea characters' rule.
Shooting with Regard to Ships (whether on Land or Sea)
The general rules still apply. In addition, the following special rules apply.
Shooting from a ship (into the same ship, another ship, sea hexes or land hexes): To reflect the great difficulty of shooting from a ship, add one to the dice throw before reading the results off the Missile Results Tables. For a throw of 10, read 10.
Subject to cover limitations, a bowman may shoot from whatever ship hex he is in to:
(i) any other ship hex on the same ship, or to any ship hex on another ship, or (ii) any land or sea hexes containing characters. In this case however, if the bowman is shooting from a middle, front or back ship hex, or from a side hex which is on the side furthest from his target (i.e. he has to shoot through the width of the ship), then this shot is only allowed if the intervening hex containing the ship side is closer to the shooter than to the target in the land or sea hex.
EXCEPTION: this restriction does not apply to shooting at characters in arrow slit hexes, rock hexes, and hexes above a slope (but not the slope hexes themselves) because these hexes are on higher ground.
Shooting in/into a ship: Characters in a ship receive light cover.
Note: the general rule is that if a shot is possible from one ship hex to a particular hex outside that ship, then a shot from that outside hex to the ship hex is also possible.
Restrictions on shooting: The line of sight cannot pass through any ship hexes containing other intervening characters. The line of sight may pass through sea hexes containing 'sea characters'. The line of sight may only pass through land hexes containing intervening characters in the circumstances described in the general rules on shooting. All the other restrictions - shooting over intervening terrain etc. - apply when shooting over land from a ship.
The line of sight cannot pass through the 3 perimeter hex-sides of the front and back ship hexes. These hex sides provide infinite cover, in such circumstances.
A bowman may not shoot over a ship he is not in to a target outside and on the other side of that ship. Such a target is in infinite cover from that bowman.
Characters in Sea Hexes
Entering the sea area: This may occur when a character, whether wounded or healthy, 'falls' or 'retreats' from a ship side hex or land hex into an adjacent sea hex; or 'moves' from a ship side hex or land (but not rock) hex into an adjacent sea hex at a cost of 3 movement points; or when a ship is sunk.
Characters in sea hexes are termed 'sea characters'. They receive medium cover when shot at.
'Stunned' characters falling etc. into sea hexes are immediately changed from 'stunned' to wounded.
Only one character may be in the same sea hex at any one time. If a character falls/retreats into an occupied hex, this is resolved immediately, before play proceeds any further, as follows.
(a) If a character falls/retreats into a sea hex already occupied by another friendly character, the player controlling those characters must choose which character he wants to remain in that hex. The other is considered 'drowned'.
(b) If a character falls/retreats into a sea hex occupied by an enemy character, the dice is immediately thrown by the player of the falling character. A throw of 1-5 means that the enemy character is 'drowned' and a throw of 6-10 means that the friendly falling character is drowned.
(c) If 2 characters fall/retreat into the same sea hex occupied by an enemy character, the player controlling those 2 falling characters must immediately decide which one he wants to keep - the other is 'drowned'. The remaining falling/retreating character must immediately give combat to the enemy sea character in the manner described above.
Movement: It costs 3 movement points to move from a land or sea hex to an adjacent sea hex. However, if a character already in a sea hex has a value of less than 3 Movement Points on his playing piece, he is still allowed to move one sea hex per turn. A character on land however may not move into an adjacent sea hex unless he has a Movement Point value of at least 3 movement points.
A character which is in a sea hex may climb on board an adjacent vacant ship side hex at a cost of 4 Movement Points. Characters with a value of less than 4 Movement Points may only climb on board if they were already adjacent to the ship hex before their Movement Step and if there is a friendly character in that ship and on a hex adjacent to the one to which the sea character wants to go. This character spends his entire move helping the other character on board.
A character may move from a sea hex to an adjacent land (except rock) hex at the appropriate movement entry cost of that land hex.
Sea hexes and retreating: If a character on land, as a result of combat or shooting, has to retreat, and his only path of retreat is into the sea, he may retreat a maximum of one sea hex regardless of his movement point value. If he has to retreat 2 hexes into the sea however, he is wounded instead. A character already in the sea cannot retreat. If, as a result of being shot at, he is ordered to do so, he is wounded instead. Mounted characters and horses may never retreat into sea hexes, neither may they enter into sea hexes.
Combat: Combat may not take place between characters in sea and rock hexes, nor between characters on ships and those in the sea. EXCEPTION: The 'Spearman Special'. A character in a side ship hex and with an attack strength of 7 or more, may, in the Combat Step, attempt to spear (wound) a character in an adjacent sea hex. To establish whether this wounds the sea character, the dice is thrown. If the number on the dice is at least 3 higher than the printed defensive value of the sea character, that sea character is wounded (or 'drowned' if already wounded). Example: if the sea character has a defensive value of 4 printed on its playing piece, a throw of 7-10 will wound him.
Note: Sea characters with a defensive value of 8 or more are treated as though their defence value was 7 - i.e. they may be 'speared' but only by a throw of 10. Note also that a character may not attempt to 'spear' and engage in normal combat in the same Phase of a Game Turn. He may only do one or the other.
Combat may take place between sea characters in adjacent sea hexes, and between sea and land characters in adjacent sea and land (except rock) hexes. This combat is on the same basis as combat on land, except that the results of such combat are read from the Sea Combat Results Table (as below).
Sea characters are at terrain advantage '-'. Note also that if a sea character moves into a land or ship hex and then engages in combat on that same Phase, he will still be at terrain advantage '-'. He will only revert to the appropriate terrain advantage for his hex type at the end of that Phase (but he would use the normal Combat Results Table if in combat with a character in a land or ship hex).
Sea Combat Results Table
| Die | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | B | C | C | C | D | D | D | D | D |
| 2 | B | B | C | C | C | C | D | D | D |
| 3 | B |
| Key | If a sea character | If a land character |
|---|---|---|
| A | Attacker killed, i.e. 'drowned' | Attacker wounded |
| B | Attacker wounded | Attacker retreats one hex |
| C | Defender wounded | Defender retreats one hex |
| D | Defender killed, i.e. 'drowned' | Defender wounded |
Note 1: Sea characters cannot advance or retreat after combat.
Note 2: The odds should always be rounded in favour of the defender - e.g. 15-4 becomes 3-1, 4-15 becomes 1-4.
Bowmen in the sea: A bowman cannot shoot whilst in a sea hex. He may only regain his shooting ability on the Game Turn following the one on which he moved back onto a land/ship hex.
Ship movements over sea characters: If a ship travels over a sea hex containing a character, such a character, whether friendly or enemy, is immediately considered drowned.
Duration of sea characters: Characters that stay in the sea for 20 consecutive Game Turns become wounded (or killed if already wounded). It is up to players to keep a note of the opposing sea characters in this matter!
Drowned sea characters: All characters killed in sea hexes are considered 'drowned'. The 'dead' counter of a 'drowned character' does not stay in the sea but is immediately removed from the map.
Exiting the Map (ships and sea characters)
Ships: A ship may move into imaginary hexes off a sea edge so long as part of the ship remains in at least one complete actual sea hex. It may continue to carry out all sea movements except that when turning, it may only turn on the axis of an actual complete sea hex, not from an imaginary one.
A ship may only 'collide/ram' that part of a ship which has actual, not imaginary hexsides. If a collision with that part of a ship in imaginary sea hexes is unavoidable, the colliding ship should stop short of (i.e. not overlap) the other ship. The mf speed of the Active Player's ship is automatically put at '0'. The Collision Table and rules should not be applied.
Ships which are part on/part off a map may still qualify as being 'alongside' another ship. Ship hexes in imaginary sea hexes can still be adjacent to those of other ships. Man-to-man combat may take place, even from those parts of the ships in imaginary sea hexes.
If a ship character falls/retreats overboard, he is considered 'drowned' if it is not possible to place him in a complete or half adjacent actual sea hex.
Characters in side ship hexes on that part of a ship which is off the map may still shoot and be shot at. In these cases, the line of sight is still taken by taking a straight line from the centre of the actual hex of the shooter to the centre of the actual hex of the target. The calculation of hex distance is measured by taking the number of hexes from the shooter to the hex on the edge of the map adjacent to the ship and then adding on the number of ship hexes to the target, and vice versa.
If a ship moves off the map beyond the point stipulated above, it is considered to be 'off the map'. The ship and all characters/horses on board should be removed and may not return to the game.
Sea Characters: The rule for land characters in half hexes (see end of Section 2) applies also to the half sea hexes at the edge of the map, except that bowmen in the sea may not of course shoot.
Examples of Ship Movements and Collisions
In the following examples the Anglo Saxon size ships have been used throughout for convenience.
Example 1: A ship may occupy any one of the six positions illustrated. The arrow heads indicate the hexes which would contain the front/back of a ship. The area between each position is called a 'segment'. Thus, a complete turn of 360 degrees would pass through six segments. A ship may turn clockwise or anti-clockwise on its own axis from one position to the next position, i.e. one segment. It may not turn more than one segment on any Game Turn.
Example 2: This illustration shows how a ship may move directly forward (in this case, 6 hexes forward). It also indicates the names of the ship hexes. Those with the letter A are termed 'side ship hexes'; those with a B, the 'middle ship hexes'; and those with a C, the 'front/back ship hexes'.
Example 3 - the 'sideways' movement of ships: The pairings of numbers in the illustration indicate the hexes containing the front and back of a ship. A ship in position 1 (i.e. whose front and back hexes are in the hexes marked 1) may move from position 1 to any one of the other six positions shown, i.e. positions 2, 3, 4, 5, 6 or 7. The front and back of the ship should occupy hexes with the same number. If the ship moves to position 4, it may do so via either position 2 or 3, and likewise to 7 via either 5 or 6.
Example 4 - Collision positions: (a) Front of ship hitting side of ship; (b) front of ship hitting front/back of ship. The arrows in examples (a) and (b) indicate all the possible collision positions/angles with another ship. The arrow heads indicate the hex which would contain the 'front' ship hex of the colliding ship. It would have to stop in this hex because it would have reached a collision position. The angle of the arrows indicate all the possible directions along which the colliding ship could have moved forward to have reached those collision positions. Ships can of course reach or remain in these positions without 'colliding'. It is only if they reach or are in these positions with forward movement remaining that the Collision Table has to be applied.
EXAMPLE: a ship which had an mf of 7 is moving towards a stationary ship which is 4 hexes away. It slows down to a minimum of mf 4 and accordingly moves forward 4 hexes. Though now adjacent, it has not 'collided' because it has no forward movement remaining. On its next Turn however, it should move forward at least one hex, cannot do so, and is therefore considered to have 'collided' at an Impact Speed of 1. Had its original speed been mf 6, and the stationary ship only 3 hexes away, it would not 'collide' at all though moving to and remaining in a collision position. Had its original speed been mf 8, it would collide straight away on its Movement Turn at an Impact Speed of 5.
(c) Drawing 'alongside': A ship positioned with its front hex in the hex containing arrow head (c) is not 'alongside' with the ship in the illustration because there are not at least 2 side ship hexes of each ship adjacent to each other. Movement and man-to-man combat cannot therefore take place between them, not even between the one hex of each ship that is adjacent. If however the ship moves forward one hex (as indicated by the dotted line arrow) the ships are then 'alongside' each other. Movement and man-to-man combat can then take place between all the adjacent side ship hexes of the two ships.
Section Four - Optional Rules
Limitation and Exchange of Ammunition
Unlimited ammunition tends to give bowmen a power which is out of all proportion to the strength of other characters. This recommended optional rule rectifies this imbalance by restricting the number of arrows they may have. It will also force players to be more selective and strategic in their use of bows rather than just being able to shoot indiscriminately on every Game Turn.
Ammunition limitation: For each bowman, throw 3 1-10 dice - the resulting number is the number of arrows in that character's possession. These, with the figure's name, should be noted on a sheet of paper and adjusted as expended. Players may agree to increase/decrease the above number of dice throws according to how restrictive they wish this rule to be and how long the Scenario is expected to be.
Ammunition exchange: To exchange ammunition from one character to another they must be in adjacent land/ship hexes and neither may be in contact with the enemy. To exchange any number of bolts/arrows with another character, be he healthy, wounded, stunned or dead, takes one complete Phase during which time no movement, combat or firing is permitted by either character. Ammunition may be taken from dead enemy characters (either by being adjacent to the dead character's hex or actually in that hex) subject to the above restrictions.
Challenges - Special Movement/Combat Rule
The purpose of the following rule is to simulate the possibility of intercepting enemy characters as they are 'passing by' in their Movement Step, and to thus prevent such characters too easily and unrealistically moving past enemy lines.
A character (except a stunned, dead, or sea character) may 'challenge' (intercept) any one enemy character, which in its Movement Step is entering and moving through a vacant hex adjacent to it. (It will be noted that it will always be the Passive Player who makes such challenges.)
If he does not 'challenge', the adjacent moving enemy character may 'pass by' in the normal way.
If he does 'challenge', the following applies for just that Game Turn to the characters involved:
(i) The challenged character's Phase: The challenged character must stop his movement in the hex to which the challenge was applied. This will of course be a hex adjacent to the challenging character. The challenged character cannot move further on that Movement Step though he may attack any adjacent character(s) as normal in his Combat Step.
(ii) The challenging character's Phase: The challenging character cannot in his Movement Step move away from the adjacent character which he had challenged in the previous Phase, and must, in his Combat Step, attack him.
The above will cease to apply (i.e. normal movement and combat will resume) at the end of the challenging character's Phase, or at any time during the above Game Turn if one of the characters involved advances/retreats after combat (i.e. in the Combat Step) or becomes 'stunned'/'killed'.
The above can be illustrated as follows. Assume that characters X and Y are on opposing sides and that it is character X's Movement Step. Also that no characters friendly to X are in hexes 2 and 3.
X may pass Y in hexes 1, 4, 5 and 6 because these are not adjacent to Y.
If however X moves via hexes 1 and 2, Y may 'challenge' at hex 2 because this is adjacent (or at hex 3 if Y does not 'challenge' at hex 2 and X moves on to hex 3).
If X were already at hex 2 at the beginning of its Movement Step, it may 'move away' (e.g. to hex 5) without being 'challenged'. If however X moves to another adjacent hex (e.g. to hex 3), Y may 'challenge' even if Y had challenged X or other characters on the previous Game Turn(s).
It should be noted that the above does not apply to combat in ships as it is superseded by the special rules applying to that situation.
Shooting into a Ship
The purpose of this rule is to reflect the possibility of choosing to shoot arrows 'at random' into a crowded ship instead of shooting at one particular character in that ship.
This rule may be applied in a shooting Step when:
(a) the 'Active Player' can identify any 4 characters (excluding horses) adjacent to each other in a ship. If there are more than 4 adjacent characters, he should state which 4 characters (adjacent to each other) he is shooting at. (b) there is a line of sight to at least one of those 4 adjacent characters from the bowman he is using.
If the 'Active Player' chooses to shoot at this '4 character target' rather than at an individual, he throws the dice in the normal way but may then subtract one from the dice throw (for a throw of 1, still read 1). The Missile Results Table should be consulted as usual. If there is a result, the 'Active Player' throws again to determine which character in the target group of 4 will be affected - 1-2 will be one character, 3-4 the second character, 5-6 the third character and 7-8 the fourth character. If a 9 or 10 is thrown, throw again! The 'Active Player' should say before the throw of this dice which dice numbers will affect which characters.
In addition to the above, this optional rule may also be applied if the 'Active Player' can identify any 6 characters (excluding horses) adjacent to each other on a ship. If his bowman has a line of sight to at least two of the 6 target characters, the procedure above is adopted except that the 'Active Player' may subtract 2 from the dice score (for throws of 2 and 1, read 1). If this leads to a result on the Missile Results Table the die is thrown to determine which character is affected. (In this case, number the target characters as 1-6, and then throw the dice until a number from 1 to 6 is thrown. Alternatively use an ordinary 6 sided dice. The number on the dice will be the character thus affected.)
If the four/six target characters are a mixture of the 'elite infantry' type and 'other infantry' type, the bowman player may use the 'other infantry' column in the Missile Results Table for the dice throw result.
This optional rule only applies to shooting into ships (not shooting in the same ship), and only to shooting into ships which are fully in the sea.
Ramming
This rule allows for the deliberate and purposeful 'ramming' of other ships as distinct from the 'collision' rule which is for unavoidable collisions. It has been incorporated mainly to add some colour, interest, and strategy to the game. If players use it, it should be noted that it is additional to, not instead of, the 'collision' rule.
The rules regarding ramming are as follows:
Only the prow of a ship may ram, and it may only ram the side of another ship. A 'ram' occurs when the prow of the ramming ship moves adjacent to the side of the target, and the ship still has forward movement remaining.
A ship may only ram by forward movement (though this may be after a turn or sideways movement); it may not ram by a turn or a sideways movement.
A ship must be moved forward at least one hex in order to ram. It is not allowed to ram a ship to which it was already adjacent (in a collision position) at the beginning of its Movement Turn, though it would 'collide' with such a ship if its 'mf' was four or more at the start of that Turn.
The impact speed for ramming is calculated as for a collision, then add on the number of hexes the ramming ship has not moved. Example: a ship has an mf of 5. The player decides to increase speed to 8, giving a new mf of 8 and moves straight forward 3 hexes to ram a stationary ship. The Collision Impact Speed is 8, the ramming impact speed is 8 + 5 hexes not moved, equals 13.
Upon ramming another ship in the manner described above, the Active Player must:
a) Ascertain the 'impact speed' of the collision. b) Adjust the 'mf' speeds of both ships to '0'. c) Throw the dice, referring to the collision table, applying the results immediately.
Remember, ramming is in addition to collision, so there will be two dice throws for each ship! (And don't blame us if you both sink!)
The Scenarios
Map grid references for these scenarios
For ease of identifying any hex, the hexes across the top of the maps have been given letters (A, B etc). These hexes are known as A1, B1 etc. Then counting downwards in the appropriate column, the hexes are thought of as being numbered consecutively from the top hex (e.g., A2, A3, A4 etc).
Scenario 1: Caught Off Guard
Map Layout: Coast Map and Sea Map
Setting the Scene
In a remote coastal area, a group of English locals are going about their daily business. Nearby, one of their sea vessels has just been launched out to sea on a fishing trip. Suddenly two Viking ships are sighted on the horizon approaching the bay. The locals, though taken by surprise, without many fighting men and hopelessly outnumbered, must hold off the intruders for as long as they can to enable Hilda, an influential woman, to obtain reinforcements before the Vikings settle.
The Sides
The Viking Attackers
Ships: 2 Viking Ships
Characters:
- Jarl: Svein (dismounted and without horse)
- Hirdmen: Agnar, Heinrek, Hallstein, Hulvid, Klemet, Magnus, Skofte, Skule, Tjodolv, Torgils
- Bondi: Askjel, Gyrd, Hagbard, Runolv, Torleik
- Berserkers: Alrek, Blotolf, Hake, Torgrim
- Bowmen: Hauk, Reidar, Yngvar
The Anglo Saxon Defenders
Ships: 1 Anglo Saxon Ship
Characters:
- Ceorls: Aelfweard, Oswald
- Peasants: Adrian, Aelfere, Cerdic, Dunstan, Eadred, Hugh, Oslac, Walter, Ralph, Wilfrid
- Bowmen: Kola, Osric
- Woman: Hilda
Starting Positions
The Anglo Saxon defenders set up their position first. The Anglo Saxon ship should be placed in the sea on the coast map with its front in any hex on the edge of side 1. The ship should be in a vertical position, i.e. parallel with sides 2 and 4. It is considered to be stationary at the start of the Game. It should contain at least 6 of the Anglo Saxon male defenders. The rest of the male defenders should be placed on the land either in the building or within 2 hexes of the building.
Hilda should be placed in the extreme rock hex at Headland Point beyond the lookout post - i.e., in the rock hex nearest to the Side 1 map edge (hex ref. D5). She may not move from this position until the 3rd Game Turn. Note that she cannot be killed by arrows (for killed on the MRT read 'wounded'). Once wounded, she cannot be shot at again during this Scenario.
Sequence of Action
The Viking Attacker takes his Phase first. He should place all his characters in his 2 Viking ships. These 2 ships may then enter anywhere on side 2 of the sea map and may be moved up to the maximum distance of 8 hexes (including the entry hex) on this first Turn, assuming there are at least 6 characters in each ship.
Victory Conditions
The Anglo Saxon player wins if Hilda is able to exit the coast map at side 3 (she is then considered to have escaped to obtain reinforcements).
The Viking player wins if he can:
(a) stop Hilda from exiting the coast map at side 3,
and
(b) place and then hold during an Anglo Saxon Phase, at least 3 Viking characters in complete hexes either in or adjacent to the building. (The Viking player is then deemed to have taken this particular coastal area.)
Alternatively, players may wish to take turns to play the Attacker and Defender. The winner will be the player who can accomplish objective (b) above in the least number of Game Turns, so long as (a) is also accomplished.
Players' Notes
The Viking player must move to the shingle as fast as possible. It may be advantageous, if opportunity occurs, to by-pass the Anglo Saxon ship to avoid the delay of battling with it.
The Anglo Saxon player must decide whether to use his ship to hold off the Vikings or whether maybe to abandon the ship so as to avoid losses through being rammed. If the ship's crew can escape to the shore, they can reinforce the locals. The placement of bowmen in the lookout post to shoot at the Viking ships may prove beneficial.
Players may choose to experiment playing this Scenario with and without the 'challenge' rule. The Viking objective will become harder if the 'challenge' rule is used.
Scenario 2: Buried Treasure
Map Layout: Coast Map and Sea Map
Setting the Scene
Rumour is heard that Viking intruders are approaching. Fearing the reputation of these plunderers, the local inhabitants, in a panic, remove all the treasure out of a nearby monastery and bury it in various places under the ground.
The Sides
The Viking Attackers
3 Viking ships containing the following characters:
- Jarls: Sigurd, Svein (dismounted, no horses)
- Hirdmen: Gunnstein, Hallstein, Heinrek, Hulvid, Ingemar, Ivar, Klemet, Skule, Torberg, Tormod, Torstein, Tryggve
- Bowmen: Hauk, Lodin, Gandalv
- Bondi: Askjel, Domar, Hermod, Otto, Runolv, Torodd
- Berserkers: Alrek, Brynjolf, Dag, Hildebrand, Ragnvald, Torkjel, Ulv
It should be noted that 2 of the Viking ships are already slightly damaged at the start of the Game. One already has 7 damage points and another has 3 damage points. The Viking Player chooses which ones are thus affected and declares this to the Anglo Saxon player at the start of the Game.
The Anglo Saxon Defenders
Party 1
- Ceorls: Eadric, Weohstan
- Bowmen: Osric
- Peasants: Adrian, Aelfere, Cerdic, Dunstan, Harold, Hugh, Eadwig, Eadred, Ecgulf, Oslac, Eanulf, Ralph, Walter, Wilfrid
Party 2
3 Anglo Saxon ships containing the following characters:
- Earls: Ceolmund, Edwin
- Thanes: Eadulf, Alfred, Sigulf
- Huscarls: Aelfwine, Aethelmund, Beorhtulf, Ceolred, Ecgbryht, Edgar, Kola, Hygeberht, Osmed, Tostig, Wulfgar
- Ceorls: Aelfric, Aelmaer, Aethelberht, Eardwulf, Godwine
- Bowmen: Cenwulf, Swithulf
Starting Positions and Sequence of Action
Before the start of the Game the Defender secretly writes down on a piece of paper the location of any 8 land hexes (which may include half-hexes, and any hexes in either or both buildings, but excluding shingle or rock hexes). These are hexes in which the treasure is deemed to have been hidden and are termed 'treasure hexes'. The Defender then places all the Party 1 characters in any land hexes.
The Viking Attacker then takes his Phase first. He should place all his characters in the 3 Viking ships. These may then enter the first complete sea hex (but no further on the 1st Game Turn) anywhere* along Side 1 of the coast map. They are each considered to have been travelling at a speed of 5, so the 'mf' 5 counters should be placed in each ship. On the 10th Game Turn, the Anglo Saxon player, on his Phase, may place his Party 2 characters in his 3 Anglo Saxon ships which may then enter the first complete sea hex anywhere along side 3 of the sea map. (Each of these ships is considered to have been travelling at a speed of 3.)
* except those hexes which are on side 4 of the lookout post (i.e., hexes A1, B2, C1 or D2).
Special - Treasure Rule
When a Viking character has moved into a land hex on his Phase, remained in that hex during the subsequent Anglo Saxon phase, without (in either phase) taking part in any combat, he may declare to the Anglo Saxon player that he has 'searched' that hex. If he does so, the Anglo Saxon player should tell him whether that hex is a 'treasure hex' or not. If it is a treasure hex, the Viking player should take a treasure 'counter' and place it under that Viking character. The character 'carries' the treasure by moving the treasure counter with (underneath) his character piece. He should however deduct 1 Movement Point from his Movement Point Value whilst moving with treasure.
A character may not travel with more than one treasure counter. The treasure may be transferred to another character simply by the original character moving, without moving the treasure counter, and another character moving onto the treasure counter. A character moving onto a treasure counter can continue his move with the treasure so long as he deducts one from his movement value.
If a 'treasure carrying character' has to 'retreat' as a result of combat or being shot at he should leave the treasure in the hex he was in before he retreated. Treasure may be found/taken from hexes containing dead characters so long as that hex is still passable (see stacking rules). Treasure counters do not count for stacking purposes.
Special - Rock/Sea Coastal Rule
Characters may move from sea/ship hexes to adjacent unoccupied rock hexes (and vice versa) at the following rock hex locations: A14-A16, B11-B14, I10, I11, J9, J10 and column Y rock hexes. This costs 4 movement points. Combat may not however take place between these hexes. Characters may also move from these rock hexes to adjacent occupied sea hexes, combat being resolved immediately as described in the General Rules. Also characters may damage adjacent ships from these rock hexes. Characters may not move from rock to sea/ship hexes (and vice versa) around Headland Point at rock hexes C6-C10, D5, E5, F6, G6, H8 and I8.
Victory Conditions
The Game ends when either all the Viking ships have exited the map or are sunk or crippled; or when all the Anglo Saxon ships have landed at Shingle Bay or are sunk or crippled.
Points are awarded at the end of the Game as follows:
Viking Player
Each Viking character holding treasure at the end of the game:
- 3 points for each treasure found within 1 hex of nearest* shingle hex.
- 4 points for each treasure found within 2 hexes of nearest* shingle hex.
- 5 points for each treasure found within 3 hexes of nearest* shingle hex.
- Etc.
* i.e. via the shortest allowable route.
Each Viking ship which has exited side 3 of sea map with some treasure - 12 points. Each Viking ship which has exited from any other sea edge of either map with some treasure - 3 points.
Anglo Saxon Player
- Each Viking ship sunk or crippled - 12 points
- Each Viking character killed on land - 1 point
- Each Anglo Saxon ship which has landed at Shingle Bay - 12 points
If the Viking player's points exceed the Anglo Saxon player's points by more than 20, the Viking player has won. Otherwise the Anglo Saxon player has won.
Players' Notes
The Anglo Saxon player must decide whether to place the treasure near or further away from the coast.
Whilst it will be harder for the Vikings to obtain treasure further away from the coast, they will receive more Victory Points for doing so.
It will be much to the Player's advantage if he can join his two Anglo Saxon Parties together. If his forces become too fragmented, especially his coastal Party, he will become vulnerable. It will also be in his interest to keep his eyes open for any opportunity to damage/capture any of the Viking ships.
The Viking player must decide whether to make a quick raid and getaway with limited treasure or make a longer search for treasure. Also, whether it is worth facing the Anglo Saxon ships in order to obtain more Victory Points by exiting the sea map at side 3. He will need to keep a caring eye over his ships - both to prevent damage and to avoid being 'blocked in' by the Anglo Saxon ships. It may be prudent for him to move one or more of his ships a little out to sea to prevent this. He will also want to prevent the two Anglo Saxon Parties from joining up - much easier to deal with them piecemeal.
Scenario 3: Sea Battle - Viking Versus Viking!
Map Layout: Coast Map and Sea Map
Setting the Scene
A band of Vikings with booty leave Shingle Bay in their Viking ship and 2 stolen Anglo Saxon ships. Their intent is to take their spoils to a secret island base (considered to be a little distance beyond side 2 of the sea map) and then to return for more spoils hoarded at Shingle Bay. Unfortunately for them, they are intercepted by an opposing Viking band in 2 Viking ships, equally greedy for the gain of spoils.
The Sides
The Viking Group I
1 Viking ship and 2 Anglo Saxon ships containing the following Viking characters:
- Jarls: Eirik
- Hirdmen: Agnar, Gunnstein, Hulvid, Ingemar, Klemet, Skule, Torberg, Torstein, Tryggve
- Bondi: Domar, Glum, Grim, Gyrd, Otto, Torodd, Vagn
- Berserkers: Bjorn, Blotolf, Dag, Hake, Ragnar, Torkjel, Olav
- Bowmen: Gandalv, Lodin, Yngvar
The Vikings Group II
2 Viking ships containing the following characters:
- Jarls: Svein
- Hirdmen: Hallstein, Heinrek, Ivar, Magnus, Skofte, Tjodolv, Tor, Torgils, Tormod
- Bondi: Askjel, Balder, Hagbard, Runolv, Stig, Torleik, Yngve
- Berserkers: Alrek, Brynjolf, Gaute, Hildebrand, Ragnvald, Torgrim, Ulv
- Bowmen: Hauk, Hvsing, Reidar
Note: No horses are included in this Scenario. Use dismounted versions for Eirik, Svein, Tor and Ragnar.
Starting Positions
The Group I ships should be placed on the Coast map in a vertical position pointing towards side 1 of the Coast map. The back of the ships should be on the shingle in such a position that the ships can move off the shingle and completely into the sea by moving forward one hex on their first Game Turn.
Sequence of Action
The Group II Player takes his Phase first. His 2 Viking ships may enter the first complete sea hex (but no further on the 1st Game Turn) anywhere along side 2 of the sea map. They are both considered to have been travelling at a speed of 5, so an 'mf' 5 counter should be placed in each ship.
Victory Points
The Group I Player receives points as follows for each ship that exits the sea map at side 2:
- 6 points for an 'unaffected' ship
- 4 points for a 'handicapped' ship
- 2 points for a 'severely handicapped' ship
Ships that exit the maps (whatever the location) cannot re-enter the game.
The Group II Player receives points as follows for each ship that lands at Shingle Bay:
- 10 points for an 'unaffected' ship
- 7 points for a 'handicapped' ship
- 4 points for a 'severely handicapped' ship
Note: A ship that lands and then launches, automatically cancels out the points it gained. It can only regain the appropriate points (10, 7, or 4) by landing again.
Note that if either side captures a ship(s), they may use that ship to gain victory points as described above.
Victory Conditions
The winner is the player who is the first to obtain that number of victory points which are equal to or more than the maximum number of points that could be obtained by the other player.
EXAMPLE: if the Group I player exits the sea map with 18 points (i.e. in 3 'unaffected' ships) that will be sufficient to win, if one of Group II's player's ships is handicapped since that would mean that Group II could only land ships to the value of 17 points (10 + 7) at Shingle Bay. The 18 points would be insufficient however if the Group II player had 2 'unaffected' Viking ships in the sea since they could accrue 20 points if they landed.
Players' Notes
The Group I player cannot immediately rush to exit the sea map at side 2 because he has less potential points than the Group II player (18 against 20). His first objective must therefore be to prevent the Group II ships from immediately landing (which objective presents no difficulty). Then by shooting, ramming and/or man to man combat, he must attempt to reduce Group II's strength and the potential victory point value of his ships before exiting his own ships from the sea map at side 2.
The Group II player is likely to receive the worst of shooting contests (especially if the optional shooting rule is being played) and maybe ramming contests, since he has only 2 ships and these are more crowded. He may find that, in order to achieve his ultimate objective of reaching the shore, early man to man combat might prove the best option.
The optional shooting and ramming rules are particularly recommended for this Scenario.
Scenario 4: Seizure and Sabotage
Map Layout: Coast Map
Setting the Scene
A band of Vikings have just anchored at Shingle Bay with intent to steal treasure and to seize the Anglo Saxon women. Their somewhat damaged ships could however be vulnerable.
The Sides
The Vikings
- Jarls: Sigurd
- Hirdmen: Agnar, Ivar, Magnus, Skofte, Skule, Tjodolv, Torgils
- Bondi: Balder, Glum, Grim, Gyrd, Hagbard
- Berserkers: Bjorn, Olav, Gaute, Dag, Hake, Torgrim
- Bowmen: Hvsing
The Anglo Saxons
- Earl: Aethelwulf
- Thanes: Athelferth, Osgar
- Bowmen: Aelie
- Ceorls: Aelmaer, Eadric, Oswald
- Huscarls: Ceolred, Edward, Wulfgar
- Women: Agatha, Hilda, Judith
- Peasants: Aelfere, Adrian, Eadwig, Eadred, Dunstan, Harold, Hugh, Oslac, Ecgulf, Eanulf, Cerdic, Wilfrid, Ralph, Walter
Starting Positions
The 2 Viking ships are placed as follows: Ship 1 - front ship hex in hex H6 and back ship hex in hex O9; Ship 2 - front ship hex in hex W15 and back ship hex in hex W8. They are already damaged at the start of the Scenario - ship 1 has 12 points of damage and ship 2 has 6 points of damage. The ships should not be moved at all during this Scenario.
The Viking Player places all his characters in the 2 Viking ships in any manner he chooses.
Eight treasure counters are placed by the Anglo Saxon player as follows: 2 in the lookout post, three in the building, and the other three in any land hex of the Anglo Saxon player's choice.
The Anglo Saxon player then places all his male characters in the building and lookout post and/or within two hexes distance of them. They must all be on land hexes. As regards the 3 women, Agatha should be placed in the building, Hilda in the lookout post, and Judith on any land hex on the map. Agatha and Hilda should remain in their building or lookout post until/unless captured. Judith may not enter into the building or lookout post during this Scenario.
Special - Capture of Anglo Saxon Women
Move a Viking character to an adjacent hex to the woman character. In the Combat Step, the Viking player throws the dice in the normal combat manner. If the result is defender 'retreats', 'stunned', 'wounded', or 'killed', the Viking may choose instead to capture the woman. In this case he moves onto the same hex as the woman character. (This is an exception to the normal stacking rule.) The woman is then considered to be being carried by that Viking character. Whilst carrying a captured woman, the captor's attack and defence values are reduced by 3 (to a minimum of 1). His movement value is reduced to a maximum of 4 movement points. The woman being carried cannot attack her captor (she is considered to be helpless) but if the captor attacks/defends against another adjacent character, the woman may add her attack/defence value to that combat.
A woman can also be 'captured' if she attacks a Viking character leading to a result on the CRT of attacker 'retreats', 'wounded' or 'killed'.
The woman is freed if the captor is forced to retreat (in which case the Viking character retreats and the woman stays on the original hex) or if the Viking character is killed, wounded or stunned, in which cases the woman may immediately escape to the nearest adjacent hex from her captor.
Note: The women cannot exit the map, nor can they be killed by Anglo Saxons to prevent the Viking player receiving Victory Points! The women cannot be killed by arrows (for 'killed' on the MRT read 'wounded'). A wounded woman cannot be shot at again during this Scenario.
Special - Treasure Rule
Use the rule described under Scenario 2 for carrying treasure etc.
Special - Rock/Sea Coastal Rule
Use the rule at Scenario 2, except that in this case, characters may move between any adjacent rock and sea/ship hexes.
Special - Berserkers
A Berserker may not go into a 'berserk rage' whilst within 4 hexes of any ship (though he may 'complete' rages which started outside of those hexes).
Victory Points
The Viking Player receives:
- 1 point for each treasure counter deposited in ship 2.
- 6 points for each woman taken to ship 2.
Note: If the Anglo Saxon player recaptures treasure/women, the appropriate points should be deducted from the Viking player's total until/unless he recaptures that treasure/woman.
The Anglo Saxon player starts this Scenario with 10 points. He receives a further 6 points for each ship crippled/sunk. Points should be deducted from the Viking player's total for any treasure lost (1 point per counter), or women killed (6 points per woman) that was/were in a sunk ship.
Victory Conditions
The Game ends either when both Viking ships are crippled (win for Anglo Saxon player) or when the Viking player has more Victory Points than the Anglo Saxon player.
To prevent players playing too defensively, a time limit could be agreed between the players - say 25 Game Turns, after which the player with the most Victory Points is the winner.
Players' Notes
The Anglo Saxon player will need to strike a balance between safeguarding the women and treasure and attempting to damage the Viking ships.
Similarly the Viking player will need to decide how best to apportion his forces between defending his ships and taking the women and treasure. The pressure is probably more on the Viking player to make the attacking moves, especially if the time limit option is taken up.
Counter attacks, by either side, could prove effective.
Scenario 5: Village Conquest
Map Layout: Coast and Sea Maps. Village and Crossroads Maps (from Cry Havoc Game). The join of the Crossroads and Village Maps should be halfway along side 3 of the Coast Map, then adjusted one hex to the left to fit the hexes.
Setting the Scene
A prosperous little village, which would make a beneficial trading and commercial post for the Vikings, is situated just inland from Shingle Bay. The Vikings set their sights on capturing this village.
The Sides
The Viking Attackers
Ships: 3 Viking Ships. Two of these already have 5 damage points each.
Characters:
- Jarl: Eirik
- Hirdmen: Gunnstein, Heinrek, Ingemar, Ivar, Klemet, Magnus, Tjodolv, Tor, Torberg, Tormod, Torstein, Tryggve
- Bowmen: Gunnar, Hauk, Torfinn, Yngvar
- Bondi: Glum, Grim, Stig, Vagn, Yngve
- Berserkers: Bjorn, Blotolf, Brynjolf, Gaute, Hildebrand, Ragnar, Torkjel, Ulv
Note: 3 horses are carried in the ships - for Eirik, Tor and Ragnar.
The Anglo Saxon Defenders
Party 1:
- Earl: Edwin (mounted)
- Thanes: Eadulf
- Ceorls: Ordheh, Weohstan
- Peasants: Ecgulf, Eanulf, Aelfere, Oslac, Ralph, Wilfrid, Eadwig
- Bowmen: Aldred, Wulfnoth
- Women: Agatha
Party 2: Ships: 2 Anglo Saxon Ships
Characters:
- Thanes: Alfred, Wulfric (mounted)
- Ceorls: Aelmaer, Aethelberht
- Bowmen: Swithulf
- Peasants: Adrian, Cerdic, Dunstan, Eadred, Harold, Walter
Note: Add 4 lowest value peasants from Cry Havoc counters to Party 2.
Party 3:
- Earl: Ceolmund (mounted)
- Thanes: Ceolwulf, Sigulf
- Ceorls: Eadric, Eardwulf, Osgar
- Peasants: Hugh
Reinforcements: The 14 Huscarls in 3 groups of 5, 4 and 5 respectively - see Special Reinforcement rule.
Starting Positions and Sequence of Action
Before the start of the game, the Defender secretly writes down on a piece of paper the location of one hex from each of the following locations:
- Coast map - inside the lookout post (choice of 7 hexes)
- Coast map - inside the building (choice of 11 hexes)
- Crossroads map - the hillock area within the slope hexes (choice of 17 hexes)
- Crossroads map - the pool area including the slope hexes but excluding the water hexes (choice of 16 hexes)
- Village map - the 3 tree clumps on corner of sides 2 & 3 (choice of 17 hexes)
- Village map - the 3 tree clumps on corner of sides 3 & 4 (choice of 13 hexes)
These 6 hexes are ones in which money is deemed to have been buried/hidden and are termed 'money hexes'. At the start of this Scenario, only the mysterious old woman Agatha is considered to know the exact whereabouts of all the hidden money. She is placed in Building 5 where she remains for the duration of this Scenario.
The rest of the Defenders are placed as follows:
- Party 1 - characters placed on Village map - four in Building 1, four in Building 2, and five in Building 4. (Agatha in Building 5.)
- Party 2 - characters are placed in or adjacent to the two Anglo Saxon ships. (Wulfric is adjacent as he is mounted.) The ships should be placed so that the fronts are pointing towards side 1 of the Coast Map and so that one is one hex and the other is two hexes on the Shingle - i.e. it will take 1 and 2 Movement Turns respectively for the ships to become completely seaborne.
- Party 3 - to enter the Crossroads map at side 8 on the 9th Game Turn. They may move their full movement allowance on the map on that Turn.
The Viking Attacker takes his Phase first. He places his 30 characters and 3 riderless horses in his 3 Viking ships. The front of these ships may enter the sea map via any complete entry hexes* along side 2 and move forward up to 8 hexes (including entry hex). The appropriate mf counters are then placed in the ships according to how many hexes they moved forward.
* except extreme right hex viewed from Viking angle, i.e. opposite hex column A of Coast Map.
Special - Money for Huscarl Reinforcements
At the start of this Scenario, the Defender secretly writes down and places face-down on the table the names of 6 Anglo Saxon characters. Only these six characters will be able to 'learn' the secret location from Agatha of one money hex each and obtain the money from that money hex. Once obtained, any Anglo Saxon character can carry the money to obtain huscarl reinforcements.
Learning the location of money hexes: They do this by travelling to Building 5 and moving adjacent to Agatha. (If a mounted character, it is considered adjacent if only half the double counter is adjacent.) If neither character engages in combat during that Phase, Agatha is then deemed to have revealed the secret of one money hex location to that chosen character, who swears not to tell anyone else. The Defender may wish to disguise which character is 'learning' of the money hex by having several other characters adjacent to Agatha over a number of Game Turns. Agatha however only reveals her secrets gradually in accordance with the following order and timetable, and not more than 1 money hex per Game Turn.
- The lookout post money hex - not earlier than 2nd Game Turn.
- The coast map building money hex - not earlier than 6th Game Turn.
- The 3rd to 6th locations - not earlier than the 9th, 12th, 14th and 15th Game Turns respectively.
Note: the order of locations 3 to 6 are drawn out of a hat by the Defender as and when the 3rd to 6th characters move adjacent to Agatha. Only the Defender will know this order. He should keep a secret record (on pieces of paper face down on table) of which character knows of which money hex.
Note that Agatha's secrets die with her - i.e. if Agatha dies before revealing all the money locations, the unrevealed ones remain so and therefore no money can be collected from them. However, only the Defender will know which ones these are.
Obtaining the money: Only the character who has 'learnt' of a money hex location may pick up the money from that money hex. He does so by moving to that hex and remaining on it until his next Movement Turn. He may then declare that he has picked up the money (the Defender can show the appropriate piece of paper on the table to the Attacker to validate this if necessary!). A treasure counter should accordingly be placed underneath that character, who may move off in the Movement Turn. From this point onwards, the rules regarding treasure counters (see Scenario 2) apply.
Note: If any of the 6 chosen characters die before picking up the money, no other character can replace them, and therefore money cannot be collected from that hex. The Defender does not of course have to declare to the Attacker if any of his 6 chosen characters die.
Obtaining huscarl reinforcements with the money: If any Anglo Saxon character is able to exit the Crossroads map at side 8 with a treasure counter, he is considered to have reached and paid for the services of some huscarl warriors. Accordingly 5 huscarls, chosen at random, plus the exited character, may enter the Crossroads map from any point along side 8 two Game Turns later and move up to their full movement point value on that Turn.
If a second Anglo Saxon character is able to exit as above with a treasure counter, he may recruit 4 huscarls in the same way.
If a third Anglo Saxon character manages to do so, he may recruit the remaining 5 huscarls in the same way.
Note: that Edmund enters mounted.
Note: if a Viking captures and carries treasure into a water/sea hex, that money is lost for good. Note - treat The Pool hexes in the same way as sea hexes.
Special - Rock/Sea Coastal Rule
The rule at Scenario 2 applies here also.
Special - Agatha
If a Viking character(s) stuns, wounds, or kills Agatha in combat, the Viking character(s) dies at the same time from poisonous scratch wounds! Only bowmen in non-adjacent hexes can shoot and thereby stun/wound her without being so affected.
Note: that arrows cannot kill her (for 'killed' on MRT read 'wounded'). Once wounded, she cannot be shot at again.
Special - Anglo Saxon Demoralisation
If the Defender has no earls, thanes or huscarls, he becomes demoralised. Subtract 3 attack points and 2 defence points from the printed values of each counter, down to a minimum of 1 attack/defence point on each counter. If through recruitment, some huscarls appear on the map, this demoralisation rule will cease to apply whilst they are there.
Victory Conditions
The Viking player wins if, for a complete Anglo Saxon Phase of a Game Turn, there are 2 or more Viking characters in at least 4 of the 5 village buildings, and no live Anglo Saxon characters in these buildings during that Phase.
The Anglo Saxon player wins if: (a) he captures/sinks/destroys all the Viking ships, or (b) all the jarls and berserkers are killed at which point the Vikings surrender.
In the event of both Players fulfilling their objectives during the same Phase, the Anglo Saxon player is marginally considered the winner and the Viking player a valiant second!
Players' Notes
The Anglo Saxon must decide whether to use his ships to intercept the Vikings. Whilst this may cost him some crew, it could give him the opportunity to cause some damage to the Viking ships and might gain him some extra time to try for the Huscarl Reinforcements. The Anglo Saxon player will probably want to disguise which are his 6 'chosen' characters (by having others with them) and which money location(s) he is heading for. If the Vikings, to avoid AS ships, seek to land via rocks, the AS player should be alert to block this.
He must also decide how to apportion his forces between defending the village, seeking reinforcements, and attempting to damage the Viking ships. A too defensive policy could be costly.
The Viking player, though his ultimate objective is to capture the village, as a means to this end, will need to deploy his forces carefully between defending his ships, attempting to prevent Anglo Saxon reinforcements, and seeking to demoralise the Anglo Saxon forces, whilst keeping his own leadership intact. He will need to land quickly. Should he maximise forces for Shingle Bay or split, trying to land also via the rocks either side of Headland Point?
Scenario 6: Brigida to the Battlements!
Map Layout: Coast and Sea Maps. Village and Crossroads Maps (from Siege Game). Camp and Castle Maps. Note: the Sea Map is placed by the Defender on Game Turn 4, 5 or 6.
Setting the Scene
A Viking army, led by the notoriously warlike Brigida, is approaching the coast with intent to capture the castle. A small Anglo Saxon defending force is left somewhat stranded at the shore. Help from the sea, via Anglo Saxons in two of their ships, will not come until a little later. A larger Anglo Saxon force in the castle, mainly huscarls headed by Earl Edwin, could assist. However, there are two revolutionary groups of Anglo Saxon peasants who have a grudge against Earl Edwin and sympathy with the Vikings. They are ready to try and cut off the coastal force and/or to attack the castle if it is left inadequately defended. One such group is led by the rebel Eadwig and the other by 2 Viking berserkers and a bowman who had stealthily arrived at the camp beforehand to spy out the land.
The Sides
The Viking Attackers
Party 1 - rebel peasants: Aelfere, Cerdic, Ecgulf, Harold, and Ulf (Viking berserker), Ragnvald (Viking berserker), Hauk (Viking bowman)
Party 2 - rebel peasants: Dunstan, Eadred, Eadwig, Eanulf, Oslac, Ralph, Walter, Wilfrid
Note: It is suggested that players add a couple of the lowest value peasants from the Siege counters to Party 2.
Party 3: 3 Viking ships containing the following characters:
- Jarls: Eirik, Sigurd, Svein
- Hirdmen: Agnar, Hallstein, Heinrek, Hulvid, Klemet, Magnus, Skofte, Skule, Tor, Torgils
- Bondi: Glum, Grim, Gyrd, Hagbard, Runolv
- Berserkers: Alrek, Bjorn, Dag, Gaute, Hake, Hildebrand, Olav, Ragnar, Torgrim
- Bowmen: Gandalv, Gunnar, Hvsing
- Women: Brigida, Astrid
These ships should also contain 5 riderless horses - for Eirik, Sigurd, Svein, Tor and Ragnar.
Note: The three ships are already damaged. The Attacker should designate 2 damage points to one ship, 5 to another, and 7 to the third ship.
Equipment: 3 battering rams, 2 siege towers, 5 ladders, 4 screens. Stored by the rebel peasants off sides G and H of the Castle Map.
The Anglo Saxon Defenders
Party 1:
- Earl: Edwin (mounted)
- Thanes: Aethelferth, Alfred
- Huscarls: Aelfwine, Aethelmund, Aethelred, Beorhtulf, Ceolred, Ecgbryht, Edgar, Edmund (mounted), Edward, Hygeberht, Tostig, Wulfgar
- Ceorls: Aelmaer, Eadric
- Bowman: Aelfgar
Party 2:
- Thanes: Ceolwulf, Wulfric (mounted)
- Ceorls: Aelfric, Aelfweard, Weohstan
- Bowman: Osric
- Peasants: Adrian, Hugh
- Women: Hilda, Judith
Party 3: 2 Anglo Saxon ships containing the following characters:
- Earls: Ceolmund, Aethelwulf
- Thanes: Eadulf, Osgar, Sigulf
- Ceorls: Aethelberht, Eardwulf, Godwine, Ordheh, Oswald
- Huscarls: Kola, Osmed
- Bowmen: Cenwulf, Swithulf
The ships should also contain 2 horses for Ceolmund and Aethelwulf.
Equipment: 12 barrels of oil.
Starting Positions
Characters are placed on the maps in the following order.
- The Defender places his Party 1 characters anywhere in the castle.
- The Defender places his Party 2 male characters on any of the shingle hexes of the Coast Map. As regards the women, he places Hilda in the lookout post and Judith in the building on the Coast Map. Note - Hilda and Judith remain in those buildings unless/until captured.
- The Attacker places his Party 1 (7 characters) on any of the tent hexes on the Camp Map.
The drawbridge on the castle is closed at the start of this Scenario.
Other items to be placed on the maps:
- one empty Anglo Saxon ship by the rocks to the left of Headland Point. The side ship hexes of one side of the ship are in hexes A8 to A12, and the ship is facing towards side 1 of the Coast Map.
- 12 barrels of oil (Siege counters) placed by the Defender anywhere in the castle. 'Siege' oil and fire rules apply.
- 8 moat filled hexes (Siege counters) placed by the Attacker anywhere along sides G and H of the castle moat.
Sequence of Action
The Attacker takes his Phase first. Note the following:
- On the 1st Game Turn, the 3 Viking ships may enter the first complete sea hex (but no further on this Game Turn) anywhere along the 'Shingle Bay' half of side 1 of the Coast Map i.e., hexes K1 to Y1. They are each considered to have been travelling at an mf speed of 5, so the mf 5 counters should be placed in each ship. Bowmen in the ships may not shoot on the 1st Game Turn.
Note: Whatever subsequent ship movements take place, the 3 Viking ships must all land at Shingle Bay by the 3rd Game Turn.
- On the 1st or any subsequent Game Turn up to the 18th Game Turn, the Attacking player's Party 2 of rebel peasants (10 characters) may enter the Castle Map from any point of sides G or H. They may enter with or without equipment, as one group, several groups, or individually and in different Game Turns, all at the Attacker's discretion. The only conditions are that Eadwig, being their leader, enters first, and that they all must have entered by the 18th Game Turn.
- On the 4th, 5th or 6th Game Turn*, the 2 Anglo Saxon ships enter the scene. On his Phase, the Anglo Saxon Defender chooses which side of the Coast Map to place the Sea Map (see Map layout). His 2 Anglo Saxon ships (containing his Party 3) may then enter at any point of side 2 of that Sea Map, at any angle, and may move forward up to 6 hexes on that Game Turn.
* Decided by dice throw at beginning of the Defender's Phase of the 4th (or subsequent) Game Turns. If 1-5 the above may take place. If 6-10 it does not. However, the Sea Map will be placed and the ships entered on his Phase of the 6th Game Turn if a 6-10 is thrown on the 4th and 5th Game Turns. Note that the Defender may choose to delay his entry up until the 6th Game Turn.
Special Rules
The Attacker obtaining equipment stored off the Castle Map: This may either be done by the Party 2 peasants entering sides G or H of the map with equipment or by any of the attacking Player's characters (including the peasants) exiting the map at side G only. Such characters may only exit the map for the sole purpose of picking up equipment, and must re-enter 2 Game Turns later at any point along side G with equipment. If they cannot do so, they must stay off the maps for the rest of this Scenario. Note: Once the Party 2 peasants have entered the map, they cannot exit at side H. They can then only bring in equipment from side G like the other Attacking characters.
Note: Use Siege rules for all this equipment. For battering rams and siege towers, remember that they can only go directly forward, and not over the moat except at 'moat filled' hexes. Note: As an incentive, battering rams/siege towers attacking the walls on side H stand less chance of catching fire for the first 10 Game Turns. For this period, amend Siege Table on page 29 of Siege Rules as follows: 'Spreading Fire' - die throws of 8-10; 'Barrel of oil' - 9-10; 'Dousing the fire' - 1-4.
The Viking Women: Brigida, being rather warlike, must attack (whether in individual or multiple combat) on at least 2 occasions before she enters the Keep of the Castle. The 'special' rule applied to Agatha (see Scenario 5) also applies to Brigida except that for 'scratch wounds' read 'knife wounds'!
Brigida and Astrid cannot be killed by arrows (for 'killed' on MRT read 'wounded'). Once wounded, they cannot be shot at again.
Viking demoralisation: If Brigida and/or Astrid are killed, the Attacking Player's characters become demoralised. Subtract 2 attack points and 2 defence points from the printed value of each counter down to a minimum of 1 attack/defence point on each counter. This demoralisation does not however apply to the berserkers and the Anglo Saxon rebel peasants.
Limitation of bows: If this optional rule is being used, Aelfgar should have double the number of die throws (6 instead of 3).
Shingle Hexes: For the first 3 Game Turns, the movement cost to enter Shingle hexes is 1 mf, not 2 mf.
Rock/Sea coastal rule: The rule at Scenario 2 applies here also.
The 'capture' rule: The rule at Scenario 4 applies here also.
Victory Conditions
The Attacking Player wins if he manages to place Brigida and Astrid in the Keep of the Castle (Brigida having attacked twice as stipulated above) and there are no live male Defending Characters anywhere in the castle whilst Brigida and Astrid are in the Keep.
If one of the Viking women is killed, the Attacking Player can still win, but only by 'capturing' Hilda (if Brigida was killed) or Judith (if Astrid was killed) as a replacement to take to the castle with the surviving Viking woman. Note that Hilda and Judith cannot exit the maps nor can they be killed by Anglo Saxon Defenders to prevent their being captured! The 'capture rule' described at Scenario 4 should be used.
If the Attacking Player is unable to take the castle (either because both his Viking women are killed or because of loss of siege equipment or because he feels his forces are not strong enough) he can at any time attempt to 'draw' the game. He achieves a draw if all his live characters (including all those alive from both parties of rebel peasants) escape in one or more Viking ships off the sea map at side 1. (The demoralisation rule still applies if Brigida and/or Astrid were killed, but the Attacking Player does not have to take Hilda or Judith to the ships to take her/their place.)
The Defending Player wins if: (a) he cripples/sinks or destroys all the Viking ships, or (b) at any time after the 3rd Game Turn there are no Viking ships on the shore whilst there are live Attacking characters still on the land (including the rebel peasants, even those off the castle map), or (c) he is able to prevent the Viking player fulfilling his above objectives of winning/drawing.
Players' Notes
Both players face the same problem - the possibility of being surrounded by enemy forces.
The strategic variations are numerous - should the Defending player's small coastal force seek refuge in the empty Anglo Saxon ship? (this might work out well - on the other hand, it might cut them off); should they attack the rebel peasants at the camp? or should they seek to escape to the castle? The castle force will need to carefully watch the movements of the Party 2 rebel peasants - should he attack them (if they enter), or move his forces towards the shore, bearing in mind that he also needs to keep guard within the castle? From which side should he place the Sea Map thus affecting the direction from which the 2 Anglo Saxon ships might attack the Viking ships? Should he attempt to capture/destroy all the Siege equipment thus rendering the Viking helpless to break into the castle?
The Attacker likewise has many options. He may decide to use his Party 2 peasants to reinforce the Party 1 (or vice versa). On the other hand, an entrance from side H with 1 or 2 battering rams/siege towers (which is only possible by these peasants, and only on their initial entry) could nicely 'spread' their hoped for 'openings' in the castle walls bearing in mind that other characters could attack with a ram(s)/tower(s) on side G. An early attack on side H means less chance of fire. Alternatively, a delay could be beneficial because this will keep the Defender on tenterhooks, not knowing when/where they will enter, and would also have the benefit that they could reinforce other Vikings at a later stage in one co-ordinated attack on the castle. The main attacking Viking force will want to proceed to the castle (advance parties besieging the castle in liaison with the peasants could be productive), but at the same time ensure adequate protection for his 3 ships. Also, can he make any use of the empty (at start) Anglo Saxon ship?
Players may wish to keep a record of the number of Game Turns it takes to win. They can then swap sides and see if the other player can win in less Game Turns!